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