some old sounds are added
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@@ -4,37 +4,61 @@ using System.Runtime.Remoting.Messaging;
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using UnityEngine;
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using UnityEngine.PlayerLoop;
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using UnityEngine.XR.Content.Interaction;
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using FMOD.Studio;
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public class AlarmTrigger : MonoBehaviour
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{
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public XRPushButton PushButton;
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public AudioSource AlarmSequence;
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public AudioSource VentilationSequence;
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private EventInstance RoomHum;
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private EventInstance AlarmSound;
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private bool hasAlarm = false;
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private void Awake()
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{
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RoomHum = AudioManager.Instance.CreateInstance(FMODEvents.Instance.ServerRoomHumming);
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RoomHum.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject));
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AlarmSound = AudioManager.Instance.CreateInstance(FMODEvents.Instance.ServerRoomAlarm);
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AlarmSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject));
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}
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void Start()
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{
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if (PushButton != null)
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{
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PushButton.onPress.AddListener(OnButtonPressed);
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AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.ServerRoomButton, gameObject);
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}
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}
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void OnButtonPressed()
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{
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Debug.Log("Alarm button Pressed!");
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if (!AlarmSequence.isPlaying) { //if alarm isn't already triggered.
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if (!AudioManager.IsPlaying(AlarmSound)){ //if alarm isn't already triggered.
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VentilationSequence.Stop();
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AlarmSequence.Play();
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AlarmSound.start();
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AudioManager.Instance.StopInstance(RoomHum, STOP_MODE.ALLOWFADEOUT);
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hasAlarm = true;
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}
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}
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void Update()
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{
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if(hasAlarm && !AlarmSequence.isPlaying) // If alarm state has ended.
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if(hasAlarm && !AudioManager.IsPlaying(AlarmSound)) // If alarm state has ended.
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{
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VentilationSequence.Play(); // Return to normal.
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RoomHum.start();
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hasAlarm = false;
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}
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}
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