sound (start)
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@@ -130,6 +130,7 @@ GameObject:
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- component: {fileID: 709184035}
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- component: {fileID: 709184035}
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- component: {fileID: 709184034}
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- component: {fileID: 709184034}
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- component: {fileID: 709184033}
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- component: {fileID: 709184033}
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- component: {fileID: 709184036}
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m_Layer: 0
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m_Layer: 0
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m_Name: Main Camera
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m_Name: Main Camera
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m_TagString: MainCamera
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m_TagString: MainCamera
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@@ -211,6 +212,50 @@ Transform:
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &709184036
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 709184032}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
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m_RenderShadows: 1
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m_RequiresDepthTextureOption: 2
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m_RequiresOpaqueTextureOption: 2
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m_CameraType: 0
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m_Cameras: []
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m_RendererIndex: -1
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m_VolumeLayerMask:
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serializedVersion: 2
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m_Bits: 1
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m_VolumeTrigger: {fileID: 0}
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m_VolumeFrameworkUpdateModeOption: 2
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m_RenderPostProcessing: 0
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m_Antialiasing: 0
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m_AntialiasingQuality: 2
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m_StopNaN: 0
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m_Dithering: 0
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m_ClearDepth: 1
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m_AllowXRRendering: 1
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m_AllowHDROutput: 1
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m_UseScreenCoordOverride: 0
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m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0}
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m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
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m_RequiresDepthTexture: 0
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m_RequiresColorTexture: 0
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m_TaaSettings:
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m_Quality: 3
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m_FrameInfluence: 0.1
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m_JitterScale: 1
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m_MipBias: 0
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m_VarianceClampScale: 0.9
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m_ContrastAdaptiveSharpening: 0
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m_Version: 2
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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SceneRoots:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -23,7 +23,7 @@ public class StartScene : MonoBehaviour
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mySpeaker.PlayOneShot(jingle);
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mySpeaker.PlayOneShot(jingle);
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// 2. Wait for the length of the sound clip (or a fixed time)
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// 2. Wait for the length of the sound clip (or a fixed time)
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yield return new WaitForSeconds(jingle.length - 0.5f);
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yield return new WaitForSeconds(0.4f);
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// 3. Now it is safe to load the scene
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// 3. Now it is safe to load the scene
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SceneManager.LoadScene(0, LoadSceneMode.Single);
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SceneManager.LoadScene(0, LoadSceneMode.Single);
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