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You can use my AudioManager. To do so, put my Custom Unity Library into your project. Then you can play multiple audio the way you want: AudioManager.Instance.PlayAudio(myAudioClip); You can stop audio, specify 3D audio positions, etc. I hope this helps. Let me know if you have any questions.


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If you're looking for a more general term, Tynan Sylvester refers to details which provide flavor but don't directly impact the main gameplay as "Hair Complexity." Hair complexity is my term for pieces of the simulation that don’t affect anything outside themselves. I call it hair complexity because it sticks off the main ball of relationships ...


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If there isn't, I suggest we call them "narrative nuggets"


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In general, when these are not necessarily collectibles, they’re called the environmental storytelling. Specifically for collectibles, I have seen “narrative collectibles” used here and there. Other options may include: narrative objects, collectible narrative objects, story collectibles.


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I hope this code I wrote helps you. If you have any more questions please ask. using UnityEngine; using UnityEngine.UI; public class NewBehaviourScript : MonoBehaviour { private AudioSource src; public Slider slider;// This is so we can drag the slider to the inspector view ot this script // Use this for initialization void Start () { ...



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