An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
namespace Fungus
{
/**
* Singleton music manager component.
* Provides basic music and sound effect functionality.
* Music playback persists across scene loads.
*/
[RequireComponent(typeof(AudioSource))]
public class MusicController : MonoBehaviour
{
static MusicController instance;
/**
* Returns the MusicController singleton instance.
* Will create a MusicController game object if none currently exists.
*/
static public MusicController GetInstance()
{
if (instance == null)
{
GameObject go = new GameObject("MusicController");
DontDestroyOnLoad(go);
instance = go.AddComponent<MusicController>();
}
return instance;
}
protected virtual void Start()
{
audio.playOnAwake = false;
audio.loop = true;
}
/**
* Plays game music using an audio clip.
* One music clip may be played at a time.
* @param musicClip The music clip to play
* @param atTime Time in the music clip to start at
*/
public void PlayMusic(AudioClip musicClip, float atTime = 0)
{
audio.clip = musicClip;
audio.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audio.Play();
}
/**
* Stops playing game music.
*/
public virtual void StopMusic()
{
audio.Stop();
}
/**
* Fades the game music volume to required level over a period of time.
* @param volume The new music volume value [0..1]
* @param duration The length of time in seconds needed to complete the volume change.
*/
public virtual void SetAudioVolume(float volume, float duration)
{
iTween.AudioTo(gameObject, volume, 1f, duration);
}
/**
* Plays a sound effect once, at the specified volume.
* Multiple sound effects can be played at the same time.
* @param soundClip The sound effect clip to play
* @param volume The volume level of the sound effect
*/
public virtual void PlaySound(AudioClip soundClip, float volume)
{
audio.PlayOneShot(soundClip, volume);
}
public virtual void PlaySoundAtTime(AudioClip soundClip, float volume, float atTime)
{
audio.time = atTime; // This may not work BK
audio.PlayOneShot(soundClip, volume);
}
}
}