Emojiji/Assets/Scripts/Audio/AudioManager.cs

294 lines
No EOL
10 KiB
C#

using System;
using System.Collections;
using UnityEngine;
namespace Audio {
public class AudioManager : MonoBehaviour {
public static AudioManager instance;
[SerializeField] private Sounds soundList;
private void Awake() {
if (instance == null) {
instance = this;
} else {
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
foreach (Sounds.List s in soundList.sounds) {
if (string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)) {
Debug.LogWarning("The name one sound is empty");
continue;
}
GameObject sound = new(s.name) {
transform = {
parent = transform
}
};
s.source = sound.AddComponent<AudioSource>();
if (soundList.musicMixer && soundList.sfxMixer) {
s.source.outputAudioMixerGroup = s.type == Sounds.List.Type.Music ? soundList.musicMixer : soundList.sfxMixer;
}
s.source.clip = s.clip;
s.source.volume = s.volume;
s.source.pitch = s.pitch;
s.source.loop = s.loop;
}
}
#region Play
/// <summary>Use this to play a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void Play(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Play();
}
/// <summary>Use this to play a sound with a specific name and with a certain delay
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="delay" type="float">The delay in seconds</param>
public void Play(string name, float delay) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.PlayDelayed(delay);
}
/// <summary>Use this to play one shot of a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void PlayOneShot(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.PlayOneShot(s.clip);
}
/// <summary>Use this to play an intro song and then start playing the song loop
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="intro" type="string">The name of the intro song</param>
/// <param name="song" type="string">The name of the song loop</param>
public void PlayWithIntro(string intro, string song) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
if (s == null) {
Debug.LogWarning("Sound: " + intro + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Play();
float introDuration = s.clip.length;
Play(song, introDuration);
}
/// <summary>Use this to play one shot of a random sound within a list
/// <para>They have to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="names" type="string[]">The names of the sounds</param>
public void PlayRandomSound(params string[] names) {
int random = UnityEngine.Random.Range(0, names.Length);
PlayOneShot(names[random]);
}
#endregion
#region Pause
/// <summary>Use this to pause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void Pause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Pause();
}
/// <summary>Use this to unpause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void UnPause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.UnPause();
}
#endregion
#region Stop
/// <summary>Use this to stop a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void Stop(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Stop();
}
/// <summary>Use this to stop all the sounds
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void StopAll() {
foreach (Sounds.List s in soundList.sounds) {
if (s.source) {
s.source.Stop();
}
}
}
#endregion
/// <summary>This function returns the AudioSource that contains a specific sound
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name">The name of the sound</param>
/// <returns>The AudioSource in the scene</returns>
public AudioSource GetSource(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return null;
}
return s.source;
}
#region Fades
/// <summary>Use this to start playing a sound with a fade in
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration" type="float">The duration of the fade in</param>
public void FadeIn(string name, float duration) {
StartCoroutine(FadeInCoroutine(name, duration));
}
IEnumerator FadeInCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name);
if (audioSource != null && !audioSource.isPlaying) {
float volume = audioSource.volume;
audioSource.volume = 0;
audioSource.Play();
while (audioSource.volume < volume) {
audioSource.volume += Time.deltaTime / fadeTime;
yield return null;
}
audioSource.volume = volume;
}
}
/// <summary>Use this to stop playing a sound with a fade out
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration" type="float">The duration of the fade out</param>
public void FadeOut(string name, float duration) {
StartCoroutine(FadeOutCoroutine(name, duration));
}
private IEnumerator FadeOutCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name);
if (!audioSource || !audioSource.isPlaying) yield break;
float startVolume = audioSource.volume;
while (audioSource.volume > 0) {
audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
yield return null;
}
audioSource.Stop();
audioSource.volume = startVolume;
}
/// <summary>Use this to start playing a sound muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void PlayMuted(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = 0f;
s.source.Play();
}
/// <summary>Use this to fade in a sound that is currently muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration">The duration of the fade in</param>
public void FadeMutedIn(string name, float duration) {
StartCoroutine(FadeMutedInCoroutine(name, duration));
}
private IEnumerator FadeMutedInCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume < s.volume) {
s.source.volume += Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = s.volume;
}
/// <summary>Use this to fade out a sound and keep playing that muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration">The duration of the fade out</param>
public void FadeMutedOut(string name, float duration) {
StartCoroutine(FadeMutedOutCoroutine(name, duration));
}
private IEnumerator FadeMutedOutCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume > 0) {
s.source.volume -= Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = 0;
}
#endregion
}
}