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Door Interaction Kit - Doc
  • Introduction
  • ⭐Getting Started
    • Quick Setup
    • Changing Door Key
    • How To Create a Key
    • How To Add Planks
    • How To Spawn Objects
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    • FAQ
    • Door Rotation Issue?
    • Door Customisation
    • System Namespace
    • What Inputs Are Used?
    • Audio ScriptableObjects
    • Variables / Fields Not Appearing in Inspector?
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    • Patch Notes - V1.2
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Audio ScriptableObjects

PreviousWhat Inputs Are Used?NextVariables / Fields Not Appearing in Inspector?

Last updated 1 year ago

Adding Audioclips

ScriptableObjects for audio can be created by "Right Clicking anywhere in the project panel > Create > Sound" or duplicating an already created SO.

ScriptableObjects will all have specific settings that control the audio clip which is used, that you can change, the volume, pitch, variance and whether it can loop. All features of the default "AudioSource" component.

In the "AudioManager" is good to add the size of the "Sounds" array to the number of sounds which will play within this system. By default it has 3 SO audio clips, these should be added to access them all.

Look at the inspector of the DoorInteractable / KeyCollectable / PlankInteractable script and this will have slots for specific SO sound effects that you can add! This allows you to play that specific SO from the audio manager.Referencing the Audio Manager Use the code, within your scripts to reference your sounds to play.

//This code will play the references ScriptableObject sound effect
DoorAudioManager.instance.Play(VariableName);

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