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193 lines
7.0 KiB
193 lines
7.0 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEngine; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Music manager which provides basic music and sound effect functionality. |
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/// Music playback persists across scene loads. |
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/// </summary> |
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//[RequireComponent(typeof(AudioSource))] |
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public class MusicManager : MonoBehaviour |
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{ |
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protected AudioSource audioSourceMusic; |
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protected AudioSource audioSourceAmbiance; |
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protected AudioSource audioSourceSoundEffect; |
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void Reset() |
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{ |
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int audioSourceCount = this.GetComponents<AudioSource>().Length; |
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for (int i = 0; i < 3 - audioSourceCount; i++) |
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gameObject.AddComponent<AudioSource>(); |
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} |
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protected virtual void Awake() |
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{ |
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Reset(); |
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AudioSource[] audioSources = GetComponents<AudioSource>(); |
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audioSourceMusic = audioSources[0]; |
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audioSourceAmbiance = audioSources[1]; |
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audioSourceSoundEffect = audioSources[2]; |
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} |
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protected virtual void Start() |
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{ |
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audioSourceMusic.playOnAwake = false; |
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audioSourceMusic.loop = true; |
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} |
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#region Public members |
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/// <summary> |
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/// Plays game music using an audio clip. |
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/// One music clip may be played at a time. |
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/// </summary> |
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public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime) |
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{ |
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if (audioSourceMusic == null || audioSourceMusic.clip == musicClip) |
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{ |
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return; |
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} |
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if (Mathf.Approximately(fadeDuration, 0f)) |
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{ |
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audioSourceMusic.clip = musicClip; |
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audioSourceMusic.loop = loop; |
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audioSourceMusic.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK |
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audioSourceMusic.Play(); |
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} |
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else |
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{ |
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float startVolume = audioSourceMusic.volume; |
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LeanTween.value(gameObject, startVolume, 0f, fadeDuration) |
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.setOnUpdate((v) => { |
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// Fade out current music |
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audioSourceMusic.volume = v; |
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}).setOnComplete(() => { |
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// Play new music |
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audioSourceMusic.volume = startVolume; |
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audioSourceMusic.clip = musicClip; |
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audioSourceMusic.loop = loop; |
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audioSourceMusic.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK |
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audioSourceMusic.Play(); |
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}); |
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} |
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} |
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/// <summary> |
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/// Plays a sound effect once, at the specified volume. |
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/// </summary> |
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/// <param name="soundClip">The sound effect clip to play.</param> |
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/// <param name="volume">The volume level of the sound effect.</param> |
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public virtual void PlaySound(AudioClip soundClip, float volume) |
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{ |
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audioSourceSoundEffect.PlayOneShot(soundClip, volume); |
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} |
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/// <summary> |
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/// Plays a sound effect with optional looping values, at the specified volume. |
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/// </summary> |
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/// <param name="soundClip">The sound effect clip to play.</param> |
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/// <param name="loop">If the audioclip should loop or not.</param> |
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/// <param name="volume">The volume level of the sound effect.</param> |
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public virtual void PlayAmbianceSound(AudioClip soundClip, bool loop, float volume) |
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{ |
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audioSourceAmbiance.loop = loop; |
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audioSourceAmbiance.clip = soundClip; |
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audioSourceAmbiance.volume = volume; |
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audioSourceAmbiance.Play(); |
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} |
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/// <summary> |
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/// Shifts the game music pitch to required value over a period of time. |
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/// </summary> |
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/// <param name="pitch">The new music pitch value.</param> |
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/// <param name="duration">The length of time in seconds needed to complete the pitch change.</param> |
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/// <param name="onComplete">A delegate method to call when the pitch shift has completed.</param> |
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public virtual void SetAudioPitch(float pitch, float duration, System.Action onComplete) |
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{ |
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if (Mathf.Approximately(duration, 0f)) |
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{ |
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audioSourceMusic.pitch = pitch; |
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audioSourceAmbiance.pitch = pitch; |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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return; |
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} |
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LeanTween.value(gameObject, |
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audioSourceMusic.pitch, |
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pitch, |
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duration).setOnUpdate((p) => |
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{ |
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audioSourceMusic.pitch = p; |
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audioSourceAmbiance.pitch = p; |
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}).setOnComplete(() => |
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{ |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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}); |
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} |
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/// <summary> |
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/// Fades the game music volume to required level over a period of time. |
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/// </summary> |
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/// <param name="volume">The new music volume value [0..1]</param> |
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/// <param name="duration">The length of time in seconds needed to complete the volume change.</param> |
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/// <param name="onComplete">Delegate function to call when fade completes.</param> |
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public virtual void SetAudioVolume(float volume, float duration, System.Action onComplete) |
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{ |
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if (Mathf.Approximately(duration, 0f)) |
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{ |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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audioSourceMusic.volume = volume; |
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audioSourceAmbiance.volume = volume; |
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return; |
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} |
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LeanTween.value(gameObject, |
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audioSourceMusic.volume, |
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volume, |
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duration).setOnUpdate((v) => { |
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audioSourceMusic.volume = v; |
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audioSourceAmbiance.volume = v; |
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}).setOnComplete(() => { |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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}); |
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} |
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/// <summary> |
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/// Stops playing game music. |
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/// </summary> |
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public virtual void StopMusic() |
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{ |
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audioSourceMusic.Stop(); |
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audioSourceMusic.clip = null; |
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} |
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/// <summary> |
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/// Stops playing game ambiance. |
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/// </summary> |
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public virtual void StopAmbiance() |
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{ |
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audioSourceAmbiance.Stop(); |
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audioSourceAmbiance.clip = null; |
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} |
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#endregion |
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} |
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} |