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()
{
GetComponent<AudioSource>().playOnAwake = false;
GetComponent<AudioSource>().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, bool loop, float fadeDuration, float atTime)
{
AudioSource audioSource = GetComponent<AudioSource>();
if (audioSource == null || audioSource.clip == musicClip)
{
return;
}
if (fadeDuration == 0f)
{
audioSource.clip = musicClip;
audioSource.loop = loop;
audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSource.Play();
}
else
{
float startVolume = audioSource.volume;
LeanTween.value(gameObject, startVolume, 0f, fadeDuration)
.setOnUpdate( (v) => {
// Fade out current music
audioSource.volume = v;
}).setOnComplete( () => {
// Play new music
audioSource.volume = startVolume;
audioSource.clip = musicClip;
audioSource.loop = loop;
audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSource.Play();
});
}
}
/**
* Stops playing game music.
*/
public virtual void StopMusic()
{
GetComponent<AudioSource>().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)
{
AudioSource audio = GetComponent<AudioSource>();
if (duration == 0f)
{
audio.volume = volume;
return;
}
LeanTween.value(gameObject,
audio.volume,
volume,
duration).setOnUpdate( (v) => {
audio.volume = v;
});
}
/**
* Shifts the game music pitch to required value over a period of time.
* @param volume The new music pitch value
* @param duration The length of time in seconds needed to complete the pitch change.
* @param onComplete A delegate method to call when the pitch shift has completed.
*/
public virtual void SetAudioPitch(float pitch, float duration, System.Action onComplete)
{
AudioSource audio = GetComponent<AudioSource>();
if (duration == 0f)
{
audio.pitch = pitch;
return;
}
LeanTween.value(gameObject,
audio.pitch,
pitch,
duration).setOnUpdate( (p) => {
audio.pitch = p;
}).setOnComplete( () => {
if (onComplete != null)
{
onComplete();
}
});
}
/**
* 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)
{
GetComponent<AudioSource>().PlayOneShot(soundClip, volume);
}
public virtual void PlaySoundAtTime(AudioClip soundClip, float volume, float atTime)
{
GetComponent<AudioSource>().time = atTime; // This may not work BK
GetComponent<AudioSource>().PlayOneShot(soundClip, volume);
}
}
}