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;
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 MusicController : MonoBehaviour
{
static MusicController instance;
/// <summary>
/// Returns the MusicController singleton instance.
/// Will create a MusicController game object if none currently exists.
/// </summary>
static public MusicController GetInstance()
{
if (instance == null)
{
GameObject go = new GameObject("MusicController");
DontDestroyOnLoad(go);
instance = go.AddComponent<MusicController>();
}
return instance;
}
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 (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 (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
}
}