Eazy Sound Manager Manual

EazySoundManager-Manual

EazySoundManager-Manual

EazySoundManager-Manual

EazySoundManager-Manual

EazySoundManager-Manual

User Manual:

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eazySoundManager-Header
Version 1.3.0

Introduction
Eazy Sound Manager is a simple tool which aims to make sound and music management in games easier.
Playing a single audio clip is now as easy as calling one API function. The API can handle multiple music,
game and UI sound effects at the same time while still giving you the option to interrupt previous audio
clips when needed. Audio clips can be one shot, or looping.
Moreover, Eazy Sound Manager has the option to make music persist through multiple scenes, as well as
add fade in/out transitions. Different global settings for music, game sound effects and UI sound effects are
also implemented. However, each audio has its own volume setting which is always relative to its global
volume.

Features
Play multiple audio clips
Play music, game sound effects and UI sound effects
Play/Stop/Pause/Resume all or individual audio clips
Loop music
Fade in and fade out transitions
Global volume settings
Music persistence across scenes
2D & 3D (spatial) audio support
Audio pool
Runtime API (Fully documented)
No setup needed
Full C# source code

Compatibility
Multi-platform support (Windows, Mac, Linux, Android, iOS)
Unity 5.6 or higher

Download
You can download the plugin from the Unity Asset store

Installation
Installation is super easy. You can get Eazy Sound Manager working in just a few minutes. First, download
the Unity package from the Unity Asset Store. When the download is finished, the Import window should
appear, listing all the files and folders in the package. Make sure you have them all selected, and press
Import. Unity should now start importing the assets in the package.

Upgrade from older versions ( < 1.3)
If you are already using an older version of Eazy Sound Manager, you will need to make a few changes to
use the new version.
Change namespace to Hellmade.Sound in your scripts.
Change SoundManager to EazySoundManager in your code.
You can delete the old Eazy Sound Manager folders from your Unity projects, but make sure you have
imported all the required files for this version.
Access to the AudioSource from Audio objects is now deprecated. Almost all Audiosource
parameters can be accessed directly from the Audio object now. Check the API reference for further
details.
Several names for parameters have changed to enforce the correct naming conventions (Mostly
changed capitalizations). Check the API reference for further details.

Content
The imported package includes all the scripts for Eazy Sound Manager, as well as demo scenes for
demonstrations. Some editor resources are also included. The main folder will be stored at
Assets/Hellmade/Eazy Sound Manager

Demo files: This folder included example scenes and all demo files Assets/Hellmade/Eazy Sound
Manager/Demo

Docs: This folder included a copy of the manual Assets/Hellmade/Eazy Sound Manager/Docs
Scripts: All the scripts required for Eazy Sound Manager Assets/Hellmade/Eazy Sound
Manager/Scripts

Getting Started
Setting Eazy Sound Manager up and using it is super easy and straightforward. Eazy Sound Manager can
only be used from code using the very simple API.

Setup
No setup is needed to get Eazy Sound Manager running. If you have imported all the required files, you are
ready to go!
DO NOT ATTACH THE SCRIPT ON ANY GAMEOBJECT
Make sure to always include the namespace Hellmade.Sound when using Eazy Sound Manager from
code. Just use this on the top of every script that uses Eazy Sound Manager:
using Hellmade.Sound;

Play Music & Sounds

To play a new audio, just use PlayMusic for background music, PlaySound for sound fx, and
PlaySoundUI for UI sound fx. These functions return a unique AudioID , which can be later used to access

the created Audio. Note that playing a new music audio, will stop the previous one. On the other hand,
multiple sounds can be played at the same time.
All Play functions have several overloads which allow you to use only the settings that are relevant to you.
Please check the API reference for more details.
Example
int backgroundMusicID = EazySoundManager.PlayMusic(musicAudioClip, 0.7f, true, false,
1, 1);

The above example will play a music audio (musicAudioClip), which will have 0.7 volume, will be looped, will
not persist across scenes, and will have fade in and out transitions of 1 second.

Preparing Audio
An Audio can also be created and initialized without immediately playing it. This can be useful in cases
where you just need to prepare and create all or some of your Audios beforehand, and use them later on.
Just use any of the Prepare functions and save a reference of the Audio object.
public Audio fightSceneAudio;
int fightSceneMusicID = EazySoundManager.PrepareMusic(fightSceneAudioClip, 1f, true,
false, 0.5f, 1);
fightSceneAudio = SoundManager.GetAudio(fightSceneMusicID);
...
fightSceneAudio.Play();

Accessing Audios
As stated above, each Audio object has its own AudioID . This ID can be used to access them at any time
after creation. You can play, stop or pause Audios individually.
Audio backgroundMusicAudio = EazySoundManager.GetAudio(backgroundMusicID);
backgroundMusicAudio.Stop();

If you already know the type of your Audio, you can also use the type-specific GetAudio functions,
GetMusicAudio , GetSoundAudio and GetUISoundAudio .

Another way to access Audio objects, is to search using the AudioClip .
public AudioClip backgroundMusicClip;
...
Audio backgroundMusicAudio = EazySoundManager.GetAudio(backgroundMusicClip);
backgroundMusicAudio.Stop();

Moreover, several settings like the fade in/ fade out speed, audio volume or whether to keep looping can be
changed by accessing an Audio object.
backgroundMusicAudio.SetVolume(0.5f);
backgroundMusicAudio.Loop = false;

3D Audio
Eazy Sound Manager also supports playing 3D (spatial) audio. Only difference with 2D audio, is that you
need to specify a transform to be the source of the audio (if 3D audio is not desired, just use null as source
transform).
int gunShootSoundID = SoundManager.PlaySound(gunShootClip, 1f, false, gunTransform);

You can easily set min and max distances, or any other 3D Audio setting.
Audio gunShootAudio = SoundManager.GetAudio(gunShootSoundID);
gunShootAudio.Min3DDistance = 1f;
gunShootAudio.Max3DDistance = 10f;
gunShootAudio.SpatialBlend = 0.8f;

Global Volumes
The volume of an Audio is also affected by the global volumes. There are four global volumes:
GlobalVolume : This affects all Audios
GlobalMusicVolume : This affects only the Music Audios. It is also affected by the GlobalVolume.
GlobalSoundsVolume : This affects only the Sound FX Audios. It is also affected by the GlobalVolume.
GlobalUISoundsVolume : This affects only the UI Sound FX Audios. It is also affected by the

GlobalVolume.
EazySoundManager.GlobalMusicVolume = 0.5f;

Ignore Duplicates
It is possible to automatically ignore a Play request if it is a duplicate. For example, if you try to play a music
clip that is already playing, it will be ignored, and therefore not played again. Just set the IgnoreDuplicate
option to True for any Audio type to achieve this behavior
EazySoundManager.IgnoreDuplicateMusic = True;

API Reference
You can access the API reference online at: http://www.hellmadegames.com/projects/eazy-sound-manager/
docs/api-reference

You can also find an offline version included in the package
Please use the online version whenever you can, since it will always be up to date faster.

Support
If you need help, have a question or want to recommend future features, please feel free to contact us and
we will get back to you as soon as possible.
You can either send us an email, or even contact us using Facebook:
Email: support@hellmadegames.com
Facebook: https://www.facebook.com/hellmadegames

Change Log
[1.3.0] - 12-30-2018
Added
Audio Pooling
Optimizations
Changed
Namespace to Hellmade.Sound
SoundManager to EazySoundManager
Code organization for better reusability
Several parameters names to enforce correct naming conventions
Removed
Access to the AudioSource component. Almost all AudioSource options can be now accessed directly
from the Audio object.



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