Hi there,
Within one of my functions called when the mouse clicks a specific object in my game the function “pickup()” is called. The function should then stop the phoneRing event however it does not and seems to skip over it. I can stop the event in the “Update()” function by getting input from the mouse button however i was hoping to package it nicely within my other function. I cant see any reason as to why the event would be stopped just because its in a function that i have defined but perhaps theres something that im not aware of. Anyways heres the code
[FMODUnity.EventRef]
public string phoneRingEvent;
FMOD.Studio.EventInstance phoneRing;
float timeUntilFirstRing = 1.0f;
public GameObject gameController;
// Use this for initialization
void Start ()
{
Hv_DTMF_Tones_AudioLib dialTones = GetComponent<Hv_DTMF_Tones_AudioLib>();
phoneRing = FMODUnity.RuntimeManager.CreateInstance(phoneRingEvent);
}
private void Update()
{
FMODUnity.RuntimeManager.AttachInstanceToGameObject(phoneRing, GetComponent<Transform>(), GetComponent<Rigidbody>());
if (gameJustStart == true)
{
timeUntilFirstRing -= Time.deltaTime;
if (timeUntilFirstRing <= 0)
{
Debug.Log("ring");
phoneRing.start();
gameJustStart = false;
timeUntilFirstRing = 100000.0f;
}
}
}
public void pickup()
{
phoneRing.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
phoneRing.release();
Debug.Log("stop");
}
stop is printed successfully to the debug window so the function is definitely being called, just not stopping the event.
Thanks!