using Audio; using HarmonyLib; using System.Linq; using UnityEngine; namespace Harmony.SoundFeatures { [HarmonyPatch(typeof(Manager))] [HarmonyPatch("Play")] [HarmonyPatch(new[] { typeof(Vector3), typeof(string), typeof(int) })] public class AudioManagerPlay { private static readonly string AdvFeatureClass = "AdvancedSoundFeatures"; private static bool Prefix(Manager __instance, Vector3 position, string soundGroupName) { AdvLogging.DisplayLog(AdvFeatureClass, "AudioManager.Play(): Vector3, String, int: " + soundGroupName); if (string.IsNullOrEmpty(soundGroupName)) return true; AdvLogging.DisplayLog(AdvFeatureClass, "Audio.Client.Play(): Vector3, string: " + soundGroupName.Split('/').Last()); GiveBuffOrQuestBySound.CheckForBuffOrQuest(soundGroupName.Split('/').Last(), position); return true; } } }