SimpleTools/Tools/AudioManager/AudioManager.cs
Geri a29bc6aba4
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Some first day fug fixes.
2021-01-09 01:57:59 +01:00

262 lines
9.8 KiB
C#

using System.Collections;
using UnityEngine;
using System;
public class AudioManager : MonoBehaviour{
public static AudioManager instance;
[SerializeField] Sounds soundList = default;
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 GameObject(s.name);
sound.transform.parent = transform;
s.source = sound.AddComponent<AudioSource>();
if(soundList.mainMixer && soundList.sfxMixer){
if (s.type == Sounds.List.Type.Music)
s.source.outputAudioMixerGroup = soundList.mainMixer;
else
s.source.outputAudioMixerGroup = 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>
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>
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>
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>
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);
}
#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>
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>
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>
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>
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>
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>
public void FadeOut(string name, float duration){
StartCoroutine(FadeOutCoroutine(name, duration));
}
IEnumerator FadeOutCoroutine(string name, float fadeTime){
AudioSource audioSource = GetSource(name);
if (audioSource && audioSource.isPlaying){
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>
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>
public void FadeMutedIn(string name, float duration){
StartCoroutine(FadeMutedInCoroutine(name, duration));
}
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>
public void FadeMutedOut(string name, float duration){
StartCoroutine(FadeMutedOutCoroutine(name, duration));
}
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
}