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@Arakade
Last active September 3, 2016 12:58
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Patch for RealisticWater Unity Asset's RippleCreator to integrate with MasterAudio for splash sound. https://www.assetstore.unity3d.com/en/#!/content/33434
diff --git a/Assets/RealisticWater/Scripts/Water/RippleCreator.cs b/Assets/RealisticWater/Scripts/Water/RippleCreator.cs
index 9282d1b..cee8c48 100644
--- a/Assets/RealisticWater/Scripts/Water/RippleCreator.cs
+++ b/Assets/RealisticWater/Scripts/Water/RippleCreator.cs
@@ -1,3 +1,6 @@
+// define to include Master Audio integration for splash sound
+#define MASTERAUDIO
+
using UnityEngine;
using System.Collections.Generic;
@@ -10,7 +13,13 @@ public class RippleCreator : MonoBehaviour
public float reversedRippleDelay = 0.2f;
public GameObject SplashEffect;
public GameObject SplashEffectMoved;
+
+#if MASTERAUDIO
+ [SerializeField]
+ private string soundName;
+#else
public AudioSource SplashAudioSource;
+#endif
private int fadeInVelocityLimit = 10;
private int fadeInVelocity = 1;
@@ -84,8 +93,14 @@ public class RippleCreator : MonoBehaviour
reversedVelocityQueue.Clear();
triggeredTime = Time.time;
fadeInVelocity = 1;
-
+
+#if MASTERAUDIO
+ if (!string.IsNullOrEmpty(soundName))
+ DarkTonic.MasterAudio.MasterAudio.PlaySound3DAtTransformAndForget(soundName, transform);
+#else
if(SplashAudioSource!=null) SplashAudioSource.Play();
+#endif
+
if (SplashEffect!=null) {
var offset = waterRipples.GetOffsetByPosition(t.position);
offset.x = t.position.x;
@@ -156,4 +171,4 @@ public class RippleCreator : MonoBehaviour
public Vector3 Position;
public float Velocity;
}
-}
\ No newline at end of file
+}
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