Озвучка при уроне, новая музыка
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@@ -47,15 +47,15 @@ namespace Code.App.AppStates
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.RegisterLoading(LoadingWork.WaitForSceneInstaller)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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// Context.UIService.LoadingScreen.Show();
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.RegisterLoading(LoadingWork.LoadAudio);
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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_playerHealth.OnDamage += PlayerDamageTaken;
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_playerHealth.OnDeath += EndGame;
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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@@ -64,7 +64,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, TakeDamageDEBUG);
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForSceneToLoad();
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@@ -118,6 +118,7 @@ namespace Code.App.AppStates
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private void OrderGiven(float time)
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{
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_gameplayPanel.ShowTimer();
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
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}
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private void OrderFailure()
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{
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@@ -133,13 +134,23 @@ namespace Code.App.AppStates
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if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
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_playerMoney.GiveMoney(score);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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}
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private void PlayerDamageTaken(int damage, PlayerHealth health)
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{
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Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
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}
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// DEBUG
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private void GiveOrderDEBUG(InputAction.CallbackContext context)
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{
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_orderService.OrderGive();
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}
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private void TakeDamageDEBUG(InputAction.CallbackContext context)
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{
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_playerHealth.GetDamage(1);
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}
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private void RecieveOrderDEBUG(InputAction.CallbackContext context)
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{
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_orderService.OrderRecieved();
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@@ -186,6 +197,9 @@ namespace Code.App.AppStates
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_armsMesh = null;
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_orderService = null;
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Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
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Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
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@@ -196,7 +210,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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// Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, TakeDamageDEBUG);
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base.ExitState();
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}
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@@ -225,6 +239,7 @@ namespace Code.App.AppStates
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{
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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}
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private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
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{
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@@ -16,9 +16,6 @@ namespace Code.Audio
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}
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public enum DispatcherSounds
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{
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Absolutely,
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AbsolutelyNot,
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AhFreeman,
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Recieve1,
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Recieve2,
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TakeDamage1,
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@@ -1,119 +0,0 @@
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using System.Collections.Generic;
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using Code.Constants;
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using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.Serialization;
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namespace Code.Audio
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{
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public class AudioServiceDebug : MonoBehaviour
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{
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[SerializeField] private AudioMixer mixer;
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private AudioSource _actionMusicSource;
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private AudioSource _peacefulMusicSource;
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[SerializeField] private AudioSource prefab;
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[SerializeField] private AudioResource[] peacefulAudio;
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[SerializeField] private AudioResource[] actionAudio;
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private AudioMixerGroup _masterGroup,
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_musicGroup,
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_actionMusicGroup,
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_peacefulMusicGroup,
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_SFXGroup,
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_creaturesGroup,
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_dispatcherGroup,
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_courierGroup,
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_enemiesGroup;
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private readonly AudioSourcePool _audioSourcePool = new();
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private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
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[SerializeField] private AudioClip[] enemiesAudios;
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[SerializeField] private AudioClip[] dispatcherAudios;
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private void MixerCreated()
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{
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_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
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_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
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_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
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_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
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_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
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_creaturesGroup = mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
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_dispatcherGroup = mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
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_courierGroup = mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
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_enemiesGroup = mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
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_snapshots[AudioSnapshotState.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
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_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
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// _audioSourcePool.Initialize(10,prefab);
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InitializeMusicSources();
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}
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private void InitializeMusicSources()
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{
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_actionMusicSource = _audioSourcePool.GetSource();
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_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
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_actionMusicSource.spatialBlend = 0f;
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_peacefulMusicSource = _audioSourcePool.GetSource();
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_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
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_peacefulMusicSource.spatialBlend = 0f;
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}
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private void Start()
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{
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MixerCreated();
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}
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public void PlayRandomGameplayMusic()
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{
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_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
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_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
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_peacefulMusicSource.Play();
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_actionMusicSource.Play();
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}
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public void TransitToSnapshot(AudioSnapshotState state)
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{
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_snapshots[state].TransitionTo(1f);
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}
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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public void PlaySFX(SFXSounds sfxId, Vector3 position)
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{
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_audioSourcePool.PlayOneShot(sfxAudios[(int)sfxId], position, _SFXGroup);
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}
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public void PlayDebugSFX()
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{
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_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
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}
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public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
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{
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_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
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}
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public void PlayDebugEnemySFX()
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{
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_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
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}
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public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
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{
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_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
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}
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public void PlayDebugDispatcherSFX()
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{
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_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
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}
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: a42cad8f28f54a53bef23d9313014abd
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timeCreated: 1762805867
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