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Audio
This prefab is for playing sound after entering a specified area. This is used for playing sound corresponding to the signboards in the FishFeed scene.
- Place the prefab where you want the area and sound source.
- Modify the box collider to decide where to trigger the audio.
- Drag the preferred audio file in the AudioClip field of the Audio Source component.
The prefab should now play the chosen audio file when entering the box collider.
The PlayAudio script is used in the AudioAoeTrigger prefab and plays the Audio Source component that is on the same object. The sound will only start playing again when the clip is done and the player has triggered the box collider again.
An optional script that turns on and off sound to all the Audio Source components and PlayAudio scripts that are children of the game object to this script.
Authors:
Trym Lund Flogard
Emil Aron Andresen Mathiesen
Tor Jacob Neple
Quynh-Lan Nguyen Pham
Markus Aleksander Råkil Johansen
Jon Pape Hallem
Herman Sætre
Mikkel Emil Lange Friis
Peter Olai Johnsen
The reception scene is the first scene the player will find themselves in after the application has started. It serves as a central hub between the different work place scenarios.
The fish laboratory is a subsystem of blue-sector, which runs a simulation of tasks related to analysing the health of the salmon population in a fish farm.
The fish factory is a subsystem of blue-sector, which runs a simulation of several tasks at a farmed Atlantic salmon processing facility.
Fish feeding is a subsystem of blue-sector, which runs a simulation of feeding salmon in a fish farming facility.
This section is related to the improvements to the NPC AI functionality and the connecting system that it now works with.