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Added new command: Play ambience sound. (overlayed over music, can be looped)

master
Hector Castelli Zacharias 7 years ago
parent
commit
1cfce972b6
  1. 69
      Assets/Fungus/Scripts/Commands/PlayAmbienceSound.cs
  2. 14
      Assets/Fungus/Scripts/Components/MusicManager.cs

69
Assets/Fungus/Scripts/Commands/PlayAmbienceSound.cs

@ -0,0 +1,69 @@
// 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>
/// Plays a once-off sound effect. Multiple sound effects can be played at the same time.
/// </summary>
[CommandInfo("Audio",
"Play Ambience Sound",
"Plays a once-off sound effect. Multiple sound effects can be played at the same time.")]
[AddComponentMenu("")]
public class PlayAmbienceSound : Command
{
[Tooltip("Sound effect clip to play")]
[SerializeField]
protected AudioClip soundClip;
[Range(0, 1)]
[Tooltip("Volume level of the sound effect")]
[SerializeField]
protected float volume = 1;
[Tooltip("Sound effect clip to play")]
[SerializeField]
protected bool loop;
protected virtual void DoWait()
{
Continue();
}
#region Public members
public override void OnEnter()
{
if (soundClip == null)
{
Continue();
return;
}
var musicManager = FungusManager.Instance.MusicManager;
musicManager.PlayAmbienceSound(soundClip, loop, volume);
Continue();
}
public override string GetSummary()
{
if (soundClip == null)
{
return "Error: No sound clip selected";
}
return soundClip.name;
}
public override Color GetButtonColor()
{
return new Color32(242, 209, 176, 255);
}
#endregion
}
}

14
Assets/Fungus/Scripts/Components/MusicManager.cs

@ -74,6 +74,20 @@ namespace Fungus
audioSource.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 PlayAmbienceSound(AudioClip soundClip, bool loop, float volume)
{
audioSource.loop = loop;
audioSource.clip = soundClip;
audioSource.volume = volume;
audioSource.Play();
}
/// <summary>
/// Shifts the game music pitch to required value over a period of time.
/// </summary>

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