using JohnsonUtils.Attributes; using UnityEngine; namespace JohnsonUtils.Audio { [CreateAssetMenu(menuName = "ScriptableObject/SimpleAudioEvent")] public class SimpleAudioEvent : AudioEvent { public AudioClip[] Clips; public RangedFloat Volume = new (0.9f,1f); [MinMaxRange(0, 2)] public RangedFloat Pitch = new (0.95f,1.05f); public override void Play(AudioSource source) { if (Clips.Length == 0) return; source.clip = Clips[Random.Range(0, Clips.Length)]; source.volume = Random.Range(Volume.MinValue, Volume.MaxValue); source.pitch = Random.Range(Pitch.MinValue, Pitch.MaxValue); source.Play(); } } }