using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleAudioManager
{
[CreateAssetMenu(fileName = "Song", menuName = "SimpleAudioManager/Song", order = 0)]
public class Song : ScriptableObject
{
#region PROPERTIES
///
/// The time before the end of a clip where a new loop of the clip will begin
///
public float reverbTail = 0f;
///
/// The different clips representing different intensities of the same composition
///
public List intensityClips = new List();
#endregion
#region PUBLIC METHODS
///
/// Convert to song data
///
public Data ToSongData() => new Data {
reverbTail = reverbTail,
intensityClips = new List(intensityClips)
};
#endregion
#region PUBLIC CLASSES
///
/// The usable struct which contains the relevant information for the song
///
public struct Data
{
public float reverbTail;
public List intensityClips;
}
#endregion
}
}
/*
* Written by Ovani Sound & Brutiful Games
* No credit required.
* Revision: 06/20/2023
*/