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-Initial commit.
-Now works with oculus quest.
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Assets/3rd_PartyAssets/SteamVR.meta

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Assets/Playlists.meta Assets/Oculus.meta

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Assets/Oculus/AudioManager.meta

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Assets/Oculus/AudioManager/Audio.meta

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Assets/Oculus/AudioManager/Audio/TestSounds.meta

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Assets/Oculus/AudioManager/Audio/TestSounds/metal_sliding_door_close_01.wav.meta

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Assets/Oculus/AudioManager/Audio/TestSounds/metal_sliding_door_close_01a.wav.meta

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Assets/Oculus/AudioManager/Audio/TestSounds/metal_sliding_door_open_01.wav.meta

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Assets/Oculus/AudioManager/Audio/TestSounds/metal_sliding_door_open_01a.wav.meta

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Assets/Oculus/AudioManager/Scenes.meta

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Assets/Oculus/AudioManager/Scenes/Scripts.meta

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using UnityEngine;
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using System.Collections;
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namespace OVR
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{
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public class TestScript : MonoBehaviour {
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[InspectorNote( "Sound Setup", "Press '1' to play testSound1 and '2' to play testSound2")]
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public SoundFXRef testSound1;
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public SoundFXRef testSound2;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update ()
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{
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// use attached game object location
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if ( Input.GetKeyDown( KeyCode.Alpha1 ) )
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{
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testSound1.PlaySoundAt( transform.position );
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}
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// hard code information
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if ( Input.GetKeyDown( KeyCode.Alpha2 ) ) {
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testSound2.PlaySoundAt( new Vector3( 5.0f, 0.0f, 0.0f ) );
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}
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}
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}
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} // namespace OVR

Assets/Oculus/AudioManager/Scenes/Scripts/TestScript.cs.meta

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