Simple pooled audio playback helper. No positional audio here or anything fancy. SoundKit will automatically pool AudioSources for you to avoid allocations at runtime. In fact, the only time it allocates anything at all (outside of Awake when it creates the pool) is when you play more than maxCapacity AudioClips simultaneously.
Directions for use:
- stick a SoundKit script on a GameObject in your scene and configure the settings in the inspector
- whenever you want to play a sound call SoundKit.instance.play
- if you don't need any control over the sound or you dont need to know when it is done playing use SoundKit.instance.playOneShot
Some notes about more advanced usage:
- SoundKit.instance.play returns an SKSound object which can be used to control the AudioSource, fade out the audio over time or set a completion handler to be notified when playback is complete
- you can adjust volume for all the currently playing sounds via SoundKit.instance.soundEffectVolume
- to play a background music track call SoundKit.instance.playBackgroundMusic (only one background music track can be played at a time and it is recommended to use the Stream from disc option for these)
- you can adjust individual volume for any playing sound or background music by just accessing the SKSound.audioSource directly
- to loop any AudioClip call the setLoop method on the SKSound class. Note that if you turn looping on you are responsible for calling stop to recycle the SKSound!
Attribution-NonCommercial-ShareAlike 3.0 Unported with simple explanation with the attribution clause waived. You are free to use SoundKit in any and all games that you make. You cannot sell SoundKit directly or as part of a larger game asset.