Emojiji/Assets/Scripts/Audio/Sounds.cs

53 lines
No EOL
1.5 KiB
C#

using UnityEngine;
using UnityEngine.Audio;
namespace Audio {
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
public class Sounds : ScriptableObject {
[Tooltip("The music mixer.")]
public AudioMixerGroup mainMixer;
[Tooltip("The SFX mixer.")]
public AudioMixerGroup sfxMixer;
public List[] sounds;
[System.Serializable]
public class List {
[Tooltip("Name of the sound. Each name has to be different between each other.")]
public string name;
public AudioClip clip;
[System.Serializable] public enum Type { Music, SFX }
[Space]
[Tooltip("Is it part of the music or the SFX?")] public Type type;
[Space]
[Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
[Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
[Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
[Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
public bool loop;
[HideInInspector] public AudioSource source;
private float _randomVolume;
public float RandomVolume {
get {
_randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
return _randomVolume;
}
}
private float _randomPitch;
public float RandomPitch {
get {
_randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
return _randomPitch;
}
}
}
}
}