An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Music manager which provides basic music and sound effect functionality.
/// Music playback persists across scene loads.
/// </summary>
//[RequireComponent(typeof(AudioSource))]
public class MusicManager : MonoBehaviour
{
protected AudioSource audioSourceMusic;
protected AudioSource audioSourceAmbiance;
protected AudioSource audioSourceSoundEffect;
void Reset()
{
int audioSourceCount = this.GetComponents<AudioSource>().Length;
for (int i = 0; i < 3 - audioSourceCount; i++)
gameObject.AddComponent<AudioSource>();
}
protected virtual void Awake()
{
Reset();
AudioSource[] audioSources = GetComponents<AudioSource>();
audioSourceMusic = audioSources[0];
audioSourceAmbiance = audioSources[1];
audioSourceSoundEffect = audioSources[2];
}
protected virtual void Start()
{
audioSourceMusic.playOnAwake = false;
audioSourceMusic.loop = true;
}
#region Public members
/// <summary>
/// Plays game music using an audio clip.
/// One music clip may be played at a time.
/// </summary>
public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime)
{
if (audioSourceMusic == null || audioSourceMusic.clip == musicClip)
{
return;
}
if (Mathf.Approximately(fadeDuration, 0f))
{
audioSourceMusic.clip = musicClip;
audioSourceMusic.loop = loop;
audioSourceMusic.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSourceMusic.Play();
}
else
{
float startVolume = audioSourceMusic.volume;
LeanTween.value(gameObject, startVolume, 0f, fadeDuration)
.setOnUpdate((v) => {
// Fade out current music
audioSourceMusic.volume = v;
}).setOnComplete(() => {
// Play new music
audioSourceMusic.volume = startVolume;
audioSourceMusic.clip = musicClip;
audioSourceMusic.loop = loop;
audioSourceMusic.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSourceMusic.Play();
});
}
}
/// <summary>
/// Plays a sound effect once, at the specified volume.
/// </summary>
/// <param name="soundClip">The sound effect clip to play.</param>
/// <param name="volume">The volume level of the sound effect.</param>
public virtual void PlaySound(AudioClip soundClip, float volume)
{
audioSourceSoundEffect.PlayOneShot(soundClip, volume);
}
/// <summary>
/// Plays a sound effect with optional looping values, at the specified volume.
/// </summary>
/// <param name="soundClip">The sound effect clip to play.</param>
/// <param name="loop">If the audioclip should loop or not.</param>
/// <param name="volume">The volume level of the sound effect.</param>
public virtual void PlayAmbianceSound(AudioClip soundClip, bool loop, float volume)
{
audioSourceAmbiance.loop = loop;
audioSourceAmbiance.clip = soundClip;
audioSourceAmbiance.volume = volume;
audioSourceAmbiance.Play();
}
/// <summary>
/// Shifts the game music pitch to required value over a period of time.
/// </summary>
/// <param name="pitch">The new music pitch value.</param>
/// <param name="duration">The length of time in seconds needed to complete the pitch change.</param>
/// <param name="onComplete">A delegate method to call when the pitch shift has completed.</param>
public virtual void SetAudioPitch(float pitch, float duration, System.Action onComplete)
{
if (Mathf.Approximately(duration, 0f))
{
audioSourceMusic.pitch = pitch;
audioSourceAmbiance.pitch = pitch;
if (onComplete != null)
{
onComplete();
}
return;
}
LeanTween.value(gameObject,
audioSourceMusic.pitch,
pitch,
duration).setOnUpdate((p) =>
{
audioSourceMusic.pitch = p;
audioSourceAmbiance.pitch = p;
}).setOnComplete(() =>
{
if (onComplete != null)
{
onComplete();
}
});
}
/// <summary>
/// Fades the game music volume to required level over a period of time.
/// </summary>
/// <param name="volume">The new music volume value [0..1]</param>
/// <param name="duration">The length of time in seconds needed to complete the volume change.</param>
/// <param name="onComplete">Delegate function to call when fade completes.</param>
public virtual void SetAudioVolume(float volume, float duration, System.Action onComplete)
{
if (Mathf.Approximately(duration, 0f))
{
if (onComplete != null)
{
onComplete();
}
audioSourceMusic.volume = volume;
audioSourceAmbiance.volume = volume;
return;
}
LeanTween.value(gameObject,
audioSourceMusic.volume,
volume,
duration).setOnUpdate((v) => {
audioSourceMusic.volume = v;
audioSourceAmbiance.volume = v;
}).setOnComplete(() => {
if (onComplete != null)
{
onComplete();
}
});
}
/// <summary>
/// Stops playing game music.
/// </summary>
public virtual void StopMusic()
{
audioSourceMusic.Stop();
audioSourceMusic.clip = null;
}
/// <summary>
/// Stops playing game ambiance.
/// </summary>
public virtual void StopAmbiance()
{
audioSourceAmbiance.Stop();
audioSourceAmbiance.clip = null;
}
#endregion
}
}