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