An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
namespace Fungus
{
[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.")]
public class ControlAudio : Command
{
public enum controlType
{
PlayOnce,
PlayLoop,
PauseLoop,
StopLoop,
ChangeVolume
}
[Tooltip("What to do to audio")]
public controlType control;
[Tooltip("Audio clip to play")]
public AudioSource audioSource;
[Range(0,1)]
[Tooltip("Start audio at this volume")]
public float startVolume = 1;
[Range(0,1)]
[Tooltip("End audio at this volume")]
public float endVolume = 1;
[Tooltip("Time to fade between current volume level and target volume level.")]
public float fadeDuration;
[Tooltip("Wait until this command has finished before executing the next command.")]
public bool waitUntilFinished = false;
public override void OnEnter()
{
if (audioSource == null)
{
Continue();
return;
}
audioSource.volume = endVolume;
switch(control)
{
case controlType.PlayOnce:
StopAudioWithSameTag();
PlayOnce();
break;
case controlType.PlayLoop:
StopAudioWithSameTag();
PlayLoop();
break;
case controlType.PauseLoop:
PauseLoop();
break;
case controlType.StopLoop:
StopLoop(audioSource);
break;
case controlType.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.tag == "Untagged")
{
return;
}
AudioSource[] audioSources = GameObject.FindObjectsOfType<AudioSource>();
foreach (AudioSource a in audioSources)
{
if ((a.GetComponent<AudioSource>() != audioSource) && (a.tag == audioSource.tag))
{
StopLoop(a.GetComponent<AudioSource>());
}
}
}
protected void PlayOnce()
{
if (fadeDuration > 0)
{
// Fade volume in
LeanTween.value(audioSource.gameObject,
audioSource.volume,
endVolume,
fadeDuration
).setOnUpdate(
(float updateVolume)=>{
audioSource.volume = updateVolume;
});
}
audioSource.PlayOneShot(audioSource.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.isPlaying)
{
yield return null;
}
Continue();
}
protected void PlayLoop()
{
if (fadeDuration > 0)
{
audioSource.volume = 0;
audioSource.loop = true;
audioSource.GetComponent<AudioSource>().Play();
LeanTween.value(audioSource.gameObject,0,endVolume,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
audioSource.volume = updateVolume;
}
).setOnComplete(
()=>{
if (waitUntilFinished)
{
Continue();
}
}
);
}
else
{
audioSource.volume = 1;
audioSource.loop = true;
audioSource.GetComponent<AudioSource>().Play();
}
}
protected void PauseLoop()
{
if (fadeDuration > 0)
{
LeanTween.value(audioSource.gameObject,audioSource.volume,0,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
audioSource.volume = updateVolume;
}
).setOnComplete(
()=>{
audioSource.GetComponent<AudioSource>().Pause();
if (waitUntilFinished)
{
Continue();
}
}
);
}
else
{
audioSource.GetComponent<AudioSource>().Pause();
}
}
protected void StopLoop(AudioSource source)
{
if (fadeDuration > 0)
{
LeanTween.value(source.gameObject,audioSource.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.gameObject,audioSource.volume,endVolume,fadeDuration
).setOnUpdate(
(float updateVolume)=>{
audioSource.volume = updateVolume;
}
);
}
void AudioFinished()
{
if (waitUntilFinished)
{
Continue();
}
}
public override string GetSummary()
{
if (audioSource == null)
{
return "Error: No sound clip selected";
}
string fadeType = "";
if (fadeDuration > 0)
{
fadeType = " Fade out";
if (control != controlType.StopLoop)
{
fadeType = " Fade in volume to " + endVolume;
}
if (control == controlType.ChangeVolume)
{
fadeType = " to " + endVolume;
}
fadeType += " over " + fadeDuration + " seconds.";
}
return control.ToString() + " \"" + audioSource.name + "\"" + fadeType;
}
public override Color GetButtonColor()
{
return new Color32(242, 209, 176, 255);
}
}
}