An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// 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;
using UnityEngine.Serialization;
using System.Collections;
using Fungus.Variables;
namespace Fungus.Commands
{
/// <summary>
/// The type of audio control to perform.
/// </summary>
public enum ControlAudioType
{
/// <summary> Play the audiosource once. </summary>
PlayOnce,
/// <summary> Play the audiosource in a loop. </summary>
PlayLoop,
/// <summary> Pause a looping audiosource. </summary>
PauseLoop,
/// <summary> Stop a looping audiosource. </summary>
StopLoop,
/// <summary> Change the volume level of an audiosource. </summary>
ChangeVolume
}
/// <summary>
/// Plays, loops, or stops an audiosource. Any AudioSources with the same tag as the target Audio Source will automatically be stoped.
/// </summary>
[CommandInfo("Audio",
"Control Audio",
"Plays, loops, or stops an audiosource. Any AudioSources with the same tag as the target Audio Source will automatically be stoped.")]
[ExecuteInEditMode]
public class ControlAudio : Command
{
[Tooltip("What to do to audio")]
[SerializeField] protected ControlAudioType control;
public virtual ControlAudioType Control { get { return control; } }
[Tooltip("Audio clip to play")]
[SerializeField] protected AudioSourceData _audioSource;
[Range(0,1)]
[Tooltip("Start audio at this volume")]
[SerializeField] protected float startVolume = 1;
[Range(0,1)]
[Tooltip("End audio at this volume")]
[SerializeField] protected float endVolume = 1;
[Tooltip("Time to fade between current volume level and target volume level.")]
[SerializeField] protected float fadeDuration;
[Tooltip("Wait until this command has finished before executing the next command.")]
[SerializeField] protected bool waitUntilFinished = false;
public override void OnEnter()
{
if (_audioSource.Value == null)
{
Continue();
return;
}
if (control != ControlAudioType.ChangeVolume)
{
_audioSource.Value.volume = endVolume;
}
switch(control)
{
case ControlAudioType.PlayOnce:
StopAudioWithSameTag();
PlayOnce();
break;
case ControlAudioType.PlayLoop:
StopAudioWithSameTag();
PlayLoop();
break;
case ControlAudioType.PauseLoop:
PauseLoop();
break;
case ControlAudioType.StopLoop:
StopLoop(_audioSource.Value);
break;
case ControlAudioType.ChangeVolume:
ChangeVolume();
break;
}
if (!waitUntilFinished)
{
Continue();
}
}
// If there's other music playing in the scene, assign it the same tag as the new music you want to play and
// the old music will be automatically stopped.
protected void StopAudioWithSameTag()
{
// Don't stop audio if there's no tag assigned
if (_audioSource.Value == null ||
_audioSource.Value.tag == "Untagged")
{
return;
}
AudioSource[] audioSources = GameObject.FindObjectsOfType<AudioSource>();
foreach (AudioSource a in audioSources)
{
if ((a.GetComponent<AudioSource>() != _audioSource.Value) && (a.tag == _audioSource.Value.tag))
{
StopLoop(a.GetComponent<AudioSource>());
}
}
}
protected void PlayOnce()
{
if (fadeDuration > 0)
{
// Fade volume in
LeanTween.value(_audioSource.Value.gameObject,
_audioSource.Value.volume,
endVolume,
fadeDuration
).setOnUpdate(
(float updateVolume)=>{
_audioSource.Value.volume = updateVolume;
});
}
_audioSource.Value.PlayOneShot(_audioSource.Value.clip);
if (waitUntilFinished)
{
StartCoroutine(WaitAndContinue());
}
}
protected virtual IEnumerator WaitAndContinue()
{
// Poll the audiosource until playing has finished
// This allows for things like effects added to the audiosource.
while (_audioSource.Value.isPlaying)
{
yield return null;
}
Continue();
}
protected void PlayLoop()
{
if (fadeDuration > 0)
{
_audioSource.Value.volume = 0;
_audioSource.Value.loop = true;
_audioSource.Value.GetComponent<AudioSource>().Play();
LeanTween.value(_audioSource.Value.gameObject,0,endVolume,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
_audioSource.Value.volume = updateVolume;
}
).setOnComplete(
()=>{
if (waitUntilFinished)
{
Continue();
}
}
);
}
else
{
_audioSource.Value.volume = 1;
_audioSource.Value.loop = true;
_audioSource.Value.GetComponent<AudioSource>().Play();
}
}
protected void PauseLoop()
{
if (fadeDuration > 0)
{
LeanTween.value(_audioSource.Value.gameObject,_audioSource.Value.volume,0,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
_audioSource.Value.volume = updateVolume;
}
).setOnComplete(
()=>{
_audioSource.Value.GetComponent<AudioSource>().Pause();
if (waitUntilFinished)
{
Continue();
}
}
);
}
else
{
_audioSource.Value.GetComponent<AudioSource>().Pause();
}
}
protected void StopLoop(AudioSource source)
{
if (fadeDuration > 0)
{
LeanTween.value(source.gameObject,_audioSource.Value.volume,0,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
source.volume = updateVolume;
}
).setOnComplete(
()=>{
source.GetComponent<AudioSource>().Stop();
if (waitUntilFinished)
{
Continue();
}
}
);
}
else
{
source.GetComponent<AudioSource>().Stop();
}
}
protected void ChangeVolume()
{
LeanTween.value(_audioSource.Value.gameObject,_audioSource.Value.volume,endVolume,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
_audioSource.Value.volume = updateVolume;
}).setOnComplete(
()=>{
if (waitUntilFinished)
{
Continue();
}
});
}
void AudioFinished()
{
if (waitUntilFinished)
{
Continue();
}
}
public override string GetSummary()
{
if (_audioSource.Value == null)
{
return "Error: No sound clip selected";
}
string fadeType = "";
if (fadeDuration > 0)
{
fadeType = " Fade out";
if (control != ControlAudioType.StopLoop)
{
fadeType = " Fade in volume to " + endVolume;
}
if (control == ControlAudioType.ChangeVolume)
{
fadeType = " to " + endVolume;
}
fadeType += " over " + fadeDuration + " seconds.";
}
return control.ToString() + " \"" + _audioSource.Value.name + "\"" + fadeType;
}
public override Color GetButtonColor()
{
return new Color32(242, 209, 176, 255);
}
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("audioSource")] public AudioSource audioSourceOLD;
protected virtual void OnEnable()
{
if (audioSourceOLD != null)
{
_audioSource.Value = audioSourceOLD;
audioSourceOLD = null;
}
}
#endregion
}
}