Audio Manager
Gamepangin has provided a system for your in-game audio needs easily. The following are the features provided:
Play / Stop / Pause / Resume
Play clip with full settings : loop, volume, pitch, pan, spatial blend, bypasses, priority, reverb, doppler level, spread, rolloff mode, distance
2D & 3D spatial support
Provided Audio Mixer and Track (Master, Sfx, Music, UI)
Stop / Pause / Resume all tracks
Stop / Pause / Resume all audio
Mute / Set volume each tracks
Integrated with Object Pooling for maximum performance
Integrated with Save Load for persistence settings
and more...
Audio Clip Settings
Before you can play audio, you must create an AudioClipSettings scriptable object by right clicking on the Project Window > Create > Gamepangin > Audio > Clip

Audio Manager Singleton
Before calling the API, make sure you have Audio Manager in your scene. To make it you can use the Gamepangin menu > Audio > Audio Manager
Public API
Play Sound
// Play sound via unique id
AudioManager.Instance.PlaySound(string id)
// Play sound via AudioClipSettings reference
AudioManager.Instance.PlaySound(AudioClipSettings clip)
Pause Sound
AudioManager.Instance.PauseSound(string id)
Resume Sound
AudioManager.Instance.ResumeSound(string id)
Stop Sound
AudioManager.Instance.StopSound(string id)
Mute Track
AudioManager.Instance.MuteTrack(AudioManagerTracks track)
Unmute Track
AudioManager.Instance.UnmuteTrack(AudioManagerTracks track)
Pause Track
AudioManager.Instance.PauseTrack(AudioManagerTracks track)
Play Track
AudioManager.Instance.PlayTrack(AudioManagerTracks track)
Stop Track
AudioManager.Instance.StopTrack(AudioManagerTracks track)
Set Track Volume
AudioManager.Instance.SetTrackVolume(AudioManagerTracks track, float volume)
Pause All Sounds
AudioManager.Instance.PauseAllSounds()
Play All Sounds
AudioManager.Instance.PlayAllSounds()
Stop All Sounds
AudioManager.Instance.StopAllSounds()
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