A clone of the audio manager from unitys open-project-1 in an own package.
I really like the idea of using ScriptableObject as an AudioWrapper. To be honest, I basically like it for everything... Unite 2017 talk
The original code can be found here. The original documentation is here.
Add the AudioManager script to an empty gameobject.
Assign the DefaultAudioMixer located under ./Runtime/Settings/Audio to it or make sure your own mixer has the needed channels.
Now you add some AudioCue script to any GameObject in your scene and add the ScriptableObject containing the audio.
Done.
- Extracted the Audio components from the project
- Removed DoTween dependency and LoadableAsset dependency
.. many more coming
.. in progress