// 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
{
///
/// Music manager which provides basic music and sound effect functionality.
/// Music playback persists across scene loads.
///
[RequireComponent(typeof(AudioSource))]
public class MusicManager : MonoBehaviour
{
protected virtual void Start()
{
GetComponent().playOnAwake = false;
GetComponent().loop = true;
}
#region Public members
///
/// Plays game music using an audio clip.
/// One music clip may be played at a time.
///
public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime)
{
AudioSource audioSource = GetComponent();
if (audioSource == null || audioSource.clip == musicClip)
{
return;
}
if (Mathf.Approximately(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();
});
}
}
///
/// Plays a sound effect once, at the specified volume.
///
/// The sound effect clip to play.
/// The volume level of the sound effect.
public virtual void PlaySound(AudioClip soundClip, float volume)
{
GetComponent().PlayOneShot(soundClip, volume);
}
///
/// Shifts the game music pitch to required value over a period of time.
///
/// The new music pitch value.
/// The length of time in seconds needed to complete the pitch change.
/// 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();
if (Mathf.Approximately(duration, 0f))
{
audio.pitch = pitch;
if (onComplete != null)
{
onComplete();
}
return;
}
LeanTween.value(gameObject,
audio.pitch,
pitch,
duration).setOnUpdate( (p) => {
audio.pitch = p;
}).setOnComplete( () => {
if (onComplete != null)
{
onComplete();
}
});
}
///
/// Fades the game music volume to required level over a period of time.
///
/// The new music volume value [0..1]
/// The length of time in seconds needed to complete the volume change.
/// Delegate function to call when fade completes.
public virtual void SetAudioVolume(float volume, float duration, System.Action onComplete)
{
AudioSource audio = GetComponent();
if (Mathf.Approximately(duration, 0f))
{
if (onComplete != null)
{
onComplete();
}
audio.volume = volume;
return;
}
LeanTween.value(gameObject,
audio.volume,
volume,
duration).setOnUpdate( (v) => {
audio.volume = v;
}).setOnComplete( () => {
if (onComplete != null)
{
onComplete();
}
});
}
///
/// Stops playing game music.
///
public virtual void StopMusic()
{
GetComponent().Stop();
}
#endregion
}
}