# Conflicts:
#	Assets/_Content/Scenes/BodiesInWater.unity
This commit is contained in:
2026-05-22 12:06:16 +01:00
126 changed files with 19217 additions and 83 deletions
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}
else
{
Debug.LogWarning("AudioManager already exist! Destroying new ibnstance.");
Debug.LogWarning("AudioManager already exist! Destroying new instance.");
Destroy(this);
}
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using UnityEngine;
// Requires the Wwise Unity Integration package in your project.
public class Audio_MusicCueListener : MonoBehaviour
{
// Drag your Wwise event asset here in the Inspector,
// or assign the event name as a string (see PostEvent overload below).
[SerializeField] private AK.Wwise.Event musicEvent;
private uint _playingId;
private void Start()
{
PlayMusicWithCueCallbacks();
}
private void PlayMusicWithCueCallbacks()
{
// AK_MusicSyncUserCue fires every time a Custom Cue marker is hit.
// Combine with other flags using | if you need beat/bar callbacks too.
uint callbackFlags = (uint)(AkCallbackType.AK_MusicSyncUserCue
| AkCallbackType.AK_EndOfEvent);
_playingId = musicEvent.Post(
gameObject,
callbackFlags,
OnMusicCallback
);
if (_playingId == AkUnitySoundEngine.AK_INVALID_PLAYING_ID)
{
Debug.LogError("[MusicCuePlayer] Failed to post Wwise event. "
+ "Check the event name and AkGameObj component.");
}
else
{
Debug.Log($"[MusicCuePlayer] Music started — playing ID: {_playingId}");
}
}
// Called by Wwise on the main thread for each registered callback type.
private void OnMusicCallback(object cookie, AkCallbackType type, AkCallbackInfo info)
{
switch (type)
{
case AkCallbackType.AK_MusicSyncUserCue:
var cueInfo = (AkMusicSyncCallbackInfo)info;
Debug.Log($"[MusicCuePlayer] Cue reached: '{cueInfo.userCueName}'");
// Hook your game logic here, e.g.:
// OnCueReached(cueInfo.userCueName);
break;
case AkCallbackType.AK_EndOfEvent:
Debug.Log("[MusicCuePlayer] Music event ended.");
break;
}
}
private void OnDestroy()
{
// Stop the sound cleanly when this object is destroyed.
AkUnitySoundEngine.StopPlayingID(_playingId, 500); // 500 ms fade-out
}
}
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using UnityEngine;
public class Audio_PersistentManager : MonoBehaviour
{
public static Audio_PersistentManager Instance { get; private set; }
void Awake()
{
// If an instance already exists and it's not this one, destroy this duplicate
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
}
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using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof(Collider))]
public class Audio_WwiseEventTrigger : MonoBehaviour
{
[System.Serializable]
public class WwiseEventEntry
{
public string label = "Event";
public AK.Wwise.Event wwiseEvent;
public bool triggerOnEnter = true;
public bool triggerOnExit = false;
}
[Header("Wwise Events")]
[SerializeField] private List<WwiseEventEntry> wwiseEvents = new List<WwiseEventEntry>();
[Header("Trigger Settings")]
[SerializeField] private string playerTag = "Player";
private void Awake()
{
GetComponent<Collider>().isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag(playerTag)) return;
foreach (var entry in wwiseEvents)
{
if (entry.triggerOnEnter && entry.wwiseEvent != null)
entry.wwiseEvent.Post(other.gameObject);
}
}
private void OnTriggerExit(Collider other)
{
if (!other.CompareTag(playerTag)) return;
foreach (var entry in wwiseEvents)
{
if (entry.triggerOnExit && entry.wwiseEvent != null)
entry.wwiseEvent.Post(other.gameObject);
}
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
BoxCollider box = GetComponent<BoxCollider>();
if (box == null) return;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(1f, 0.5f, 0f, 0.25f);
Gizmos.DrawCube(box.center, box.size);
Gizmos.color = new Color(1f, 0.5f, 0f, 0.8f);
Gizmos.DrawWireCube(box.center, box.size);
}
#endif
}
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