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APK - Doc - V1.5
  • Adventure Kit - V1.5
  • ⭐Getting Started
    • Main Setup
    • Managers Setup
      • Step 1 - Canvas Container
      • Step 2 - FPSController
      • Step 2.5 - Audio Manager
        • Audio Reference List
      • Step 3 - UI Manager
      • Step 4 - Input Manager
      • Step 5 - Disable Manager
    • Puzzles Setup
      • Chess Puzzle Sys - Setup
      • Letter & Note Sys - Setup
      • Lever Puzzle Sys - Setup
      • Themed Key Sys - Setup
      • Gas Mask Sys - Setup
      • Flashlight Sys - Setup
      • Generator Sys - Setup
      • Fuse Box Sys - Setup
      • Examine Sys - Setup
      • Padlock Sys - Setup
      • Keypad Sys - Setup
      • Phone Sys - Setup
      • Safe Sys - Setup
    • Interaction Options
  • URP / HDRP SETUP
    • URP/HDRP Setup
  • ❓Support
    • FAQ
    • System Namespace
    • Adding a Trigger Event
    • Using a different character controller
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    • Patch Notes - V1.5
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On this page
  • Adding the Audio Manager
  • Adding more elements / tracks to the Audio Manager
  • How to reference the Audio Manager?
  • Screenshot of the Audio Manager
  • Details of the settings of the Audio Manager

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  1. Getting Started
  2. Managers Setup

Step 2.5 - Audio Manager

PreviousStep 2 - FPSControllerNextAudio Reference List

Last updated 4 years ago

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Adding the Audio Manager

Add the "AK_AudioManager" from the prefabs folder or the "Adventure_Kit_Managers" pack to add all to the hierarchy. You can add the "AK_AudioManager" script to an empty gameobject if you want to start fresh.

Adding more elements / tracks to the Audio Manager

Adding more audio clips: On the Audio Manager you can increment the "Size" value of the manager array to add a new element so you can add more 2D sounds.

How to reference the Audio Manager?

//Add this namespace to the top of the script to reference the adventure kit
using AdventurePuzzleKit;
//How to play a sound using the name of your audio from the array
AKAudioManager.instance.Play("YourAudioClip");
//How to stop playing a specific audio clip
AKAudioManager.instance.StopPlaying("YourAudioClip");

NOTE: Most Systems will now have variables which allow you to change audio names in the inspector without going into code but this is how you would do it manually!

Screenshot of the Audio Manager

Details of the settings of the Audio Manager

Name

The name of the audio clip you will reference in code

Clip

Add the sound effect from the "Sounds folder" to this slot

Empty Box

Volume

The volume of your audio clip

Default :1

Volume Variance

Default can be set to 0.

Default: 0

Pitch

Setting the Pitch of your audio clip

Default: 1

Pitch Variance

The default variance of the audio pitch

Default: 0

Loop

Set whether you want the audio clip to loop

Tickbox

Mixer Group

If you want to keep the mixer group for audio

Mixer Group

Do you want to see a list of the audio references on the default "AudioManager" prefab? Click the link below:

⭐
Audio Reference List