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Examine System V1 - Doc
  • Examine System - Introduction
  • ⭐GETTING STARTED
    • Quick Setup
    • Detailed Setup
    • GameObject Tag Reference
  • 🔎INSPECTION POINTS
    • Adding Inspection Points
    • Inspect Points - Custom Event
    • Inspect Points - Animations
  • HDRP Setup
    • HDRP Setup
  • URP Setup
    • URP Setup
    • Deferred Rendering Note
  • ❓Support
    • FAQ
    • Disabling Hints
    • Adding Audioclips
    • Where are inputs?
    • Text Not Appearing?
    • Items Not Appearing?
    • Emission Highlighting
    • Destroy Instanced Materials
    • Where are UI's located?
    • Where is the Examine Point?
    • Using a different Character Controller
  • 🌀Development
    • Patch Notes - V1.7
    • Roadmap
  • 📧CONTACT ME
    • Contact Me
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  1. Support

Adding Audioclips

PreviousDisabling HintsNextWhere are inputs?

Last updated 1 year ago

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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 8 SO audio clips, these should be added to access them all.

Look at the inspector of the ExaminableItem 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

ExamineAudioManager.instance.Play(ScriptableObject);
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