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(); } return instance; } protected virtual void Start() { GetComponent().playOnAwake = false; GetComponent().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(); 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().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(); 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(); if (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(); } }); } /** * 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().PlayOneShot(soundClip, volume); } public virtual void PlaySoundAtTime(AudioClip soundClip, float volume, float atTime) { GetComponent().time = atTime; // This may not work BK GetComponent().PlayOneShot(soundClip, volume); } } }