SoundManager | Simple sound manager for Unity | Audio Utils library

 by   Gasparfx C# Version: Current License: MIT

kandi X-RAY | SoundManager Summary

kandi X-RAY | SoundManager Summary

SoundManager is a C# library typically used in Audio, Audio Utils applications. SoundManager has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Simple sound manager for Unity. Put your sounds in Resources\SoundManager\Sounds and music in Resources\SoundManager\Music.
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            kandi-support Support

              SoundManager has a low active ecosystem.
              It has 28 star(s) with 3 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 11 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of SoundManager is current.

            kandi-Quality Quality

              SoundManager has 0 bugs and 0 code smells.

            kandi-Security Security

              SoundManager has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              SoundManager code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              SoundManager is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              SoundManager releases are not available. You will need to build from source code and install.

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            SoundManager Key Features

            No Key Features are available at this moment for SoundManager.

            SoundManager Examples and Code Snippets

            No Code Snippets are available at this moment for SoundManager.

            Community Discussions

            QUESTION

            What might be causing this error: No rule to make target /usr/local/lib/liblua5.1.dylib}
            Asked 2022-Mar-27 at 16:16

            Whats up?

            What might be causing this error while trying to compile?:

            Ps: I am using MacOS Monterey.

            [ 99%] Building CXX object src/CMakeFiles/otclient.dir/main.cpp.o make[2]: No rule to make target /usr/local/lib/liblua5.1.dylib}', needed by bin/otclient'. Stop. make[1]: [src/CMakeFiles/otclient.dir/all] Error 2 make: *** [all] Error 2

            Here is my CmakeLists.txt:

            ...

            ANSWER

            Answered 2022-Mar-27 at 16:16

            I found out the reason, is that the include of the library has an extra "}".

            Source https://stackoverflow.com/questions/71636675

            QUESTION

            Unity3D - Why my object doesnt move every frame per second
            Asked 2021-Nov-12 at 11:09

            Im struggling with very weird and propably simple problem,I have created a robot and his task is to move towards target I mean Im using Vector3.MoveTowards function in void update to move my robot per every frame but the problem is that he is moving only one time and stopping, he is making one step instead of for example 100. Im working with Unity3D. Here is source code;

            ...

            ANSWER

            Answered 2021-Nov-12 at 11:08

            Input.GetKeyDown is a function right when you pressed down the key.

            You might want to change that to Input.GetKey instead, so it will move everytime you hold space.

            Like this,

            Source https://stackoverflow.com/questions/69941627

            QUESTION

            SFML no sound playing with soundbuffers stored in ResourceHolder
            Asked 2021-Nov-08 at 19:29

            i'm currently working on a small game with sfml.

            For resource loading and holding i'm using the ResourceHolder described in the SFML Game Development Book: SFML ResourceHolder Basically the resources are stored as unique_ptr in a map.

            Inside a SoundManager class i'm loading different sounds to this ResourceHolder. This SoundManager has a playSound function when i want to play a sound.

            ...

            ANSWER

            Answered 2021-Nov-08 at 19:29

            I was able to fix this issue with some enter link description here in the sfml-dev forum.

            Source https://stackoverflow.com/questions/69864471

            QUESTION

            SDL2 C++ Snake Game Self Collision
            Asked 2021-Oct-19 at 11:48

            As a school project, I've made the classic snake game using SDL2 and C++. I've already implemented the growing, moving features for the Snake but it was required to make the movement based on a grid, but when I implemented the grid feature, the self-collision was always triggering whenever grow one part, so every time I start the game, and eat the first fruit, the snake dies.

            I've been trying for a while now, from placing a delay to the adding of the tail and delaying the collision check, but to no avail, it's always colliding with itself even though it is not.

            I can't see what is wrong with the self collision, I would gladly appreciate it if someone can point out what's wrong.

            Snake.h

            ...

            ANSWER

            Answered 2021-Oct-19 at 11:48

            It seems that I had some logical errors when it comes to the grid movement because when I re-coded everything and changed the grid movement into cell based instead of using modulo condition by dividing the screen width and height to the pixel size of my snake and using that as the coordinates for my movement, everything went back to normal and the collision bug disappeared.

            Instead of doing this for the grid movement

            Old Grid Movement Code

            Source https://stackoverflow.com/questions/69615344

            QUESTION

            Problems with Unity Random Function
            Asked 2021-Sep-10 at 05:17

            Good evening, I was working on a graphic adventure and I want to make a random function with a 4 digit code, turns out that as I am a very novice programmer, I crashed with an inconvenient

            ...

            ANSWER

            Answered 2021-Sep-10 at 05:17

            There's no such thing as an "int void". A method either returns nothing (void) or returns a value (in your case you seem to expect int).

            Source https://stackoverflow.com/questions/69126728

            QUESTION

            How do I change the pitch of audio when slowing down time?
            Asked 2021-Jun-15 at 06:15

            I've been making a game using Unity and I added a slow motion function. Afterwards, when I added audio, I wanted to change the pitch of all audio whenever the slow motion function ocurred, but I can't seem to do it. I've been using Brackey's audio tutorial (here if you wanna see it) to guide me into using audio in Unity

            Here is my audio manager:

            ...

            ANSWER

            Answered 2021-Jun-15 at 06:15

            I wanted to change the pitch of all audio

            If you want to change the pitch of any song at runtime you can simply use the source of type AudioSource that is saved in the sound class and edit it's values directly.

            If you then do this as a foreach loop, in your soundManager class, with each song in your array, you can pitch down all of them.

            Change All Pitch Values:

            Source https://stackoverflow.com/questions/67978413

            QUESTION

            Audio file stops playing after a couple seconds
            Asked 2020-Dec-21 at 03:53

            I have an audio file (its length is > 60 seconds) that is played in the onAppear() method of 2 of my views (shown below).

            When I play the audio file in GamesList.swift, it plays the whole length. But if I play it in ActiveGame.swift, it cuts off after a couple seconds. I don't know what the difference is between these views, but it does not work for the latter.

            GamesList.swift (successfully plays whole file)

            ...

            ANSWER

            Answered 2020-Dec-21 at 03:53

            The first thing I would fix is changing your @ObservedObject wrapper to a @StateObject wrapper. This will prevent deallocation if the view updates at some point in the process of playing the sound. Let me know if that works...

            Source https://stackoverflow.com/questions/65387326

            QUESTION

            Audio from AVAudioPlayer doesn't make a sound
            Asked 2020-Dec-20 at 18:03

            Here is the code that does not work (sound successfully plays but doesn't make a sound):

            ...

            ANSWER

            Answered 2020-Dec-20 at 18:03

            Think a bit about what the two approaches actually do. In the second case, you create a SoundManager object and assign it to a variable that is part of your MultipleChoiceOption object. Therefore, it will live as long as the MultipleChoiceOption object is alive. Then you use that SoundManager to play the sound.

            In the first case, you create an other SoundManager object when the button is pressed, but never assign it to a variable. That is, it will live until the end of the action method and then be terminated immediately, long before it manages to play sound.

            Source https://stackoverflow.com/questions/65378530

            QUESTION

            How to copy one Rect Transform data to other Rect Transform
            Asked 2020-Nov-23 at 05:00

            For my game UI requirements, I require to switch TvScreen in Normal and Maximal View/Size based on click of Toggle Button.

            I have just tried to assign one Rect Transform to other Rect Transform but it is not working.

            It just transferring reference data not actual component data like anchor point, pivot, position, scale and rotation.

            I am attaching few images for TvScreen Rect Transform, Normal Screen Size Rect Transform and Maximum Screen Size Rect Transform.

            Tv Screen With Its Rect Transform

            Maximize Screen Size Rect Transform

            Normal Screen Size Rect Transform

            At present, I have done this but it is not visually changing Tv Screen size.

            ...

            ANSWER

            Answered 2020-Nov-23 at 05:00

            I notice the 2 RectTransform have different anchor preset. If it's not necessary, set them to the same anchor preset.

            Source https://stackoverflow.com/questions/64952517

            QUESTION

            libGDX game complied to superDev on localhost:8080 only shows one button
            Asked 2020-Nov-21 at 13:18

            I am unable to get my libGDX game in the browser using gradlew html:superDev

            After executing the command gradlew html:superDev on a terminal inside my IDE (Inteliji), I get the response: The code server is ready at http://127.0.0.1:9876/

            I navigate to that site, copy the bookmarks, and when I try to play my game using the website http://localhost:8080/index.html, only a grey reload button appears!

            When I click the button, I get a compile option, which does nothing.

            After compiling, In the terminal, scrolling up, I see a lot of X can't be instantiated. Constructors not generated and

            ...

            ANSWER

            Answered 2020-Sep-09 at 15:09

            The problem is related that the latest setup application generates the template files for the snapshot version for libGDX 1.9.12, but you use an older libGDX.

            Two ways to resolve this:

            • Use libGDX 1.9.12-SNAPSHOT

            or

            Bonus quickfix: Deactivate audio in the HTML config.

            Source https://stackoverflow.com/questions/63803222

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install SoundManager

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/Gasparfx/SoundManager.git

          • CLI

            gh repo clone Gasparfx/SoundManager

          • sshUrl

            git@github.com:Gasparfx/SoundManager.git

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