using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudioController : MonoBehaviour { public List jump_SFXs; public List capture_SFXs; public AudioClip hit_SFX, throw_SFX; [SerializeField] private AudioSource ac;/* capSrc, hitSrc, collectSrc;*/ private float _startVolume; private void Start() { _startVolume = ac.volume; } public void PlayJumpSound() { ac.volume = _startVolume; int sfxIndex = Random.Range(0, jump_SFXs.Count); ac.PlayOneShot(jump_SFXs[sfxIndex]); } public void PlayCapSound() { ac.volume = _startVolume; int sfxIndex = Random.Range(0, capture_SFXs.Count); ac.PlayOneShot(capture_SFXs[sfxIndex]); } public void PlayHitSound() { ac.volume = 0.5f*_startVolume; ac.PlayOneShot(hit_SFX); } public void PlayCollectSound( AudioClip clip) { ac.volume = _startVolume; ac.PlayOneShot(clip); } public void PlayAttackSound() { ac.volume = _startVolume; ac.PlayOneShot(throw_SFX); } public void PlaySound(AudioClip clip) { ac.volume = 0.4f*_startVolume; ac.PlayOneShot(clip); } }