using System.Collections; using System.Collections.Generic; using UnityEngine; public class Audio_animation : MonoBehaviour { public float pitch_min; public float pitch_max; public AudioClip[] Sounds_AR; public float pitch_min_2; public float pitch_max_2; public AudioClip[] Sounds_AR_2; public float pitch_min_3; public float pitch_max_3; public AudioClip[] Sounds_AR_3; public float pitch_min_4; public float pitch_max_4; public AudioClip[] Sounds_AR_4; public AudioClip[] Sounds_UI; private AudioSource audioSource; private void Start() { audioSource = GetComponent(); } public void sound_play() { audioSource.pitch = Random.Range(pitch_min, pitch_max); audioSource.PlayOneShot(Sounds_AR[Random.Range(0, Sounds_AR.Length)]); } public void sound_play_2() { audioSource.pitch = Random.Range(pitch_min_2, pitch_max_2); audioSource.PlayOneShot(Sounds_AR_2[Random.Range(0, Sounds_AR_2.Length)]); } public void sound_play_3() { audioSource.pitch = Random.Range(pitch_min_3, pitch_max_3); audioSource.PlayOneShot(Sounds_AR_3[Random.Range(0, Sounds_AR_3.Length)]); } public void sound_play_4() { audioSource.pitch = Random.Range(pitch_min_4, pitch_max_4); audioSource.PlayOneShot(Sounds_AR_4[Random.Range(0, Sounds_AR_4.Length)]); } public void sound_play_UI() { audioSource.PlayOneShot(Sounds_UI[Random.Range(0, Sounds_UI.Length)]); } }