sound isn't so terrible
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parent
95603a9a12
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4 changed files with 16 additions and 6 deletions
BIN
Assets/_Project/Audio/tesla_tower.ogg
(Stored with Git LFS)
BIN
Assets/_Project/Audio/tesla_tower.ogg
(Stored with Git LFS)
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: ac71e042fc717a9c496b76afa7803ddf
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guid: a0b5d0b15de667604b825f12d39b05a8
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AudioImporter:
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externalObjects: {}
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serializedVersion: 8
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@ -237,7 +237,7 @@ AudioSource:
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m_audioClip: {fileID: 0}
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m_Resource: {fileID: 0}
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m_PlayOnAwake: 0
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m_Volume: 1
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m_Volume: 0.5
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m_Pitch: 1
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Loop: 0
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Mute: 0
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@ -333,7 +333,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: db643146344a08a639133638e4746a33, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::TD.Combat.TeslaTowerFireSound
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fireClip: {fileID: 8300000, guid: ac71e042fc717a9c496b76afa7803ddf, type: 3}
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fireClip: {fileID: 8300000, guid: a0b5d0b15de667604b825f12d39b05a8, type: 3}
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minPitch: 0.92
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maxPitch: 1.07
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--- !u!1 &7101790219931971190
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GameObject:
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m_ObjectHideFlags: 0
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@ -20,6 +20,10 @@ namespace TD.Combat
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[Tooltip("Sound played each time the coil discharges.")]
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[SerializeField] private AudioClip fireClip;
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[Tooltip("Pitch is randomized within this range each shot to avoid a mechanical loop.")]
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[SerializeField] private float minPitch = 0.93f;
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[SerializeField] private float maxPitch = 1.07f;
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private TowerCombat combat;
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private AudioSource audioSource;
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@ -42,7 +46,11 @@ namespace TD.Combat
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private void HandleAreaFired(Vector3[] positions)
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{
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if (fireClip != null)
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audioSource.PlayOneShot(fireClip);
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{
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audioSource.pitch = Random.Range(minPitch, maxPitch);
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audioSource.clip = fireClip;
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audioSource.Play();
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}
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}
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}
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}
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