36 lines
1.6 KiB
Markdown
36 lines
1.6 KiB
Markdown
# Audio System
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Centralised voice-limited audio for the game. Lives in `Assets/_Project/Scripts/Audio/`.
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## How it works
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`AudioManager` is a per-scene MonoBehaviour singleton. On `Awake` it pre-allocates a pool of `AudioSource` components (on its own GameObject) for each sound category. Callers request playback via `AudioManager.Instance.Play(clip, category, pitch)` — the manager picks the next source in that category's pool using round-robin, interrupting the oldest sound if all voices are busy.
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## Categories (`AudioCategory` enum)
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| Category | Typical use |
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|---|---|
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| `TowerFire` | Tower attack sounds |
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| `EnemyHitDeath` | Enemy damage and death sounds |
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| `UI` | Button clicks, placement confirmation, etc. |
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| `Music` | Background music |
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Voice limits and volume per category are configured in the Inspector on the `AudioManager` scene GameObject.
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## Scene setup
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An empty GameObject named `AudioManager` must exist in each gameplay scene with the `AudioManager` component attached. Configure the `Categories` array in the Inspector — one entry per `AudioCategory` value.
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Suggested defaults:
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- TowerFire: 4 voices, volume 1.0
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- EnemyHitDeath: 8 voices, volume 1.0
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- UI: 4 voices, volume 1.0
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- Music: 2 voices, volume 0.8
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## Adding a new sound-emitting component
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1. Get a reference to an `AudioClip` via `[SerializeField]`
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2. Call `AudioManager.Instance?.Play(clip, AudioCategory.YourCategory)` at the point the sound should trigger
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3. Pitch randomization (if desired) is the caller's responsibility: `Random.Range(minPitch, maxPitch)` passed as the third argument
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See `TeslaTowerFireSound.cs` in `Scripts/Combat/` as a reference implementation.
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