Hey Slimy! I really like the idea, but I have some concernes about the usability.
Did you know that you can create Unity AudioSources (not Atoms) anywhere in the scene and parent them to anything you want, e.g. the player rig? I find it kinda weird that the sound has to come from near the girl, because the source atom also acts as the target.
I'd let the user choose the flash target and the sound source from 2 separate atom lists. You simply had to create a GameObject with an AudioSource and reparent it to the atom that is choosen. This way the user could also choose the player rig to act as the audio source, or, if he chooses the girl, her head audio wouldn't be overriden.
Get back to me if you like my idea and need help
Hello.You're right.
I haven't been doing well for six months.
I don't understand "AudioSourceControl".
GameObject myAudioSource = new GameObject("AudioSource");
There were many examples where the AudioSource created in this way was used as an AudioSourceControl as shown below.
Since it is not ”containing”, I do not know how to describe it.
myAudioSourceControl = containingAtom.GetStorableByID("AudioSource") as AudioSourceControl;