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using UnityEngine;
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using System.Collections;
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namespace Fungus
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{
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/**
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* Singleton music manager component.
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* Provides basic music and sound effect functionality.
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* Music playback persists across scene loads.
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*/
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[RequireComponent(typeof(AudioSource))]
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public class MusicController : MonoBehaviour
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{
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static MusicController instance;
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/**
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* Returns the MusicController singleton instance.
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* Will create a MusicController game object if none currently exists.
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*/
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static public MusicController GetInstance()
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{
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if (instance == null)
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{
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GameObject go = new GameObject("MusicController");
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DontDestroyOnLoad(go);
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instance = go.AddComponent<MusicController>();
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}
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return instance;
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}
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protected virtual void Start()
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{
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GetComponent<AudioSource>().playOnAwake = false;
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GetComponent<AudioSource>().loop = true;
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}
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/**
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* Plays game music using an audio clip.
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* One music clip may be played at a time.
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* @param musicClip The music clip to play
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* @param atTime Time in the music clip to start at
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*/
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public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime)
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{
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AudioSource audioSource = GetComponent<AudioSource>();
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if (audioSource == null || audioSource.clip == musicClip)
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{
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return;
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}
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if (fadeDuration == 0f)
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{
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audioSource.clip = musicClip;
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audioSource.loop = loop;
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audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
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audioSource.Play();
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}
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else
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{
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float startVolume = audioSource.volume;
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LeanTween.value(gameObject, startVolume, 0f, fadeDuration)
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.setOnUpdate( (v) => {
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// Fade out current music
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audioSource.volume = v;
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}).setOnComplete( () => {
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// Play new music
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audioSource.volume = startVolume;
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audioSource.clip = musicClip;
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audioSource.loop = loop;
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audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
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audioSource.Play();
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});
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}
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}
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/**
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* Stops playing game music.
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*/
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public virtual void StopMusic()
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{
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GetComponent<AudioSource>().Stop();
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}
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/**
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* Fades the game music volume to required level over a period of time.
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* @param volume The new music volume value [0..1]
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* @param duration The length of time in seconds needed to complete the volume change.
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*/
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public virtual void SetAudioVolume(float volume, float duration)
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{
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AudioSource audio = GetComponent<AudioSource>();
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if (duration == 0f)
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{
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audio.volume = volume;
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return;
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}
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LeanTween.value(gameObject,
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audio.volume,
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volume,
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duration).setOnUpdate( (v) => {
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audio.volume = v;
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});
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}
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/**
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* Shifts the game music pitch to required value over a period of time.
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* @param volume The new music pitch value
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* @param duration The length of time in seconds needed to complete the pitch change.
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* @param onComplete A delegate method to call when the pitch shift has completed.
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*/
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public virtual void SetAudioPitch(float pitch, float duration, System.Action onComplete)
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{
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AudioSource audio = GetComponent<AudioSource>();
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if (duration == 0f)
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{
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audio.pitch = pitch;
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if (onComplete != null)
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{
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onComplete();
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}
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return;
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}
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LeanTween.value(gameObject,
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audio.pitch,
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pitch,
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duration).setOnUpdate( (p) => {
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audio.pitch = p;
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}).setOnComplete( () => {
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if (onComplete != null)
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{
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onComplete();
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}
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});
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}
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/**
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* Plays a sound effect once, at the specified volume.
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* Multiple sound effects can be played at the same time.
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* @param soundClip The sound effect clip to play
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* @param volume The volume level of the sound effect
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*/
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public virtual void PlaySound(AudioClip soundClip, float volume)
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{
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GetComponent<AudioSource>().PlayOneShot(soundClip, volume);
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}
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public virtual void PlaySoundAtTime(AudioClip soundClip, float volume, float atTime)
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{
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GetComponent<AudioSource>().time = atTime; // This may not work BK
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GetComponent<AudioSource>().PlayOneShot(soundClip, volume);
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}
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}
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}
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