Augmented Reality - Play Sound Automaticaly When Target Found Then Stop When Target Lost Script
using UnityEngine;
//Add This script
using System.Collections;
using
System.Collections.Generic;
namespace Vuforia
{
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
/// </summary>
public class
DefaultTrackableEventHandler : MonoBehaviour,
ITrackableEventHandler
{
//------------Begin Sound----------
public AudioSource soundTarget;
public AudioClip clipTarget;
private AudioSource[] allAudioSources;
//function to stop all sounds
void StopAllAudio()
{
allAudioSources =
FindObjectsOfType(typeof(AudioSource)) as AudioSource[];
foreach (AudioSource audioS in
allAudioSources)
{
audioS.Stop();
}
}
//function to play sound
void playSound(string ss)
{
clipTarget =
(AudioClip)Resources.Load(ss);
soundTarget.clip = clipTarget;
soundTarget.loop = false;
soundTarget.playOnAwake = false;
soundTarget.Play();
}
//-----------End Sound------------
#region PRIVATE_MEMBER_VARIABLES
private TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
void Start()
{
mTrackableBehaviour =
GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
//Register / add the AudioSource as object
soundTarget =
(AudioSource)gameObject.AddComponent<AudioSource>();
}
#endregion //
UNTIY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function
called when the
/// tracking state changes.
/// </summary>
public void
OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
OnTrackingFound();
}
else
{
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
private void
OnTrackingFound()
{
Renderer[] rendererComponents =
GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents =
GetComponentsInChildren<Collider>(true);
// Enable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = true;
}
// Enable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = true;
}
Debug.Log("Trackable " +
mTrackableBehaviour.TrackableName + " found");
//Play
Sound, IF detect an target
if
(mTrackableBehaviour.TrackableName == "zombie")
{
playSound("sounds/Zombie-Eng");
}
if
(mTrackableBehaviour.TrackableName == "unitychan")
{
playSound("sounds/Anime-Eng");
}
}
private void
OnTrackingLost()
{
Renderer[] rendererComponents =
GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents =
GetComponentsInChildren<Collider>(true);
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " +
mTrackableBehaviour.TrackableName + " lost");
//Stop All Sounds if Target Lost
StopAllAudio();
}
#endregion // PRIVATE_METHODS
}
}
unity 2018




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