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269 lines
8.0 KiB
269 lines
8.0 KiB
// This code is part of the Fungus library (https://github.com/snozbot/fungus) |
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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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using System.Collections.Generic; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Type of audio effect to play. |
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/// </summary> |
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public enum AudioMode |
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{ |
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/// <summary> Use short beep sound effects. </summary> |
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Beeps, |
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/// <summary> Use long looping sound effect. </summary> |
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SoundEffect, |
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} |
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/// <summary> |
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/// Manages audio effects for Dialogs. |
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/// </summary> |
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public class WriterAudio : MonoBehaviour, IWriterListener |
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{ |
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[Tooltip("Volume level of writing sound effects")] |
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[Range(0,1)] |
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[SerializeField] protected float volume = 1f; |
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[Tooltip("Loop the audio when in Sound Effect mode. Has no effect in Beeps mode.")] |
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[SerializeField] protected bool loop = true; |
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// If none is specifed then we use any AudioSource on the gameobject, and if that doesn't exist we create one. |
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[Tooltip("AudioSource to use for playing sound effects. If none is selected then one will be created.")] |
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[SerializeField] protected AudioSource targetAudioSource; |
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[Tooltip("Type of sound effect to play when writing text")] |
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[SerializeField] protected AudioMode audioMode = AudioMode.Beeps; |
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[Tooltip("List of beeps to randomly select when playing beep sound effects. Will play maximum of one beep per character, with only one beep playing at a time.")] |
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[SerializeField] protected List<AudioClip> beepSounds = new List<AudioClip>(); |
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[Tooltip("Long playing sound effect to play when writing text")] |
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[SerializeField] protected AudioClip soundEffect; |
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[Tooltip("Sound effect to play on user input (e.g. a click)")] |
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[SerializeField] protected AudioClip inputSound; |
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protected float targetVolume = 0f; |
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// When true, a beep will be played on every written character glyph |
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protected bool playBeeps; |
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// True when a voiceover clip is playing |
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protected bool playingVoiceover = false; |
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public bool IsPlayingVoiceOver { get { return playingVoiceover; } } |
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// Time when current beep will have finished playing |
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protected float nextBeepTime; |
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public float GetSecondsRemaining() |
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{ |
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if (IsPlayingVoiceOver) |
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{ |
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return targetAudioSource.isPlaying ? targetAudioSource.clip.length - targetAudioSource.time : 0f; |
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} |
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else |
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{ |
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return 0F; |
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} |
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} |
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protected virtual void SetAudioMode(AudioMode mode) |
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{ |
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audioMode = mode; |
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} |
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protected virtual void Awake() |
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{ |
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// Need to do this in Awake rather than Start due to init order issues |
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if (targetAudioSource == null) |
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{ |
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targetAudioSource = GetComponent<AudioSource>(); |
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if (targetAudioSource == null) |
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{ |
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targetAudioSource = gameObject.AddComponent<AudioSource>(); |
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} |
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} |
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targetAudioSource.volume = 0f; |
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} |
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protected virtual void Play(AudioClip audioClip) |
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{ |
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if (targetAudioSource == null || |
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(audioMode == AudioMode.SoundEffect && soundEffect == null && audioClip == null) || |
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(audioMode == AudioMode.Beeps && beepSounds.Count == 0)) |
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{ |
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return; |
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} |
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playingVoiceover = false; |
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targetAudioSource.volume = 0f; |
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targetVolume = volume; |
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if (audioClip != null) |
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{ |
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// Voice over clip provided |
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targetAudioSource.clip = audioClip; |
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targetAudioSource.loop = loop; |
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targetAudioSource.Play(); |
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} |
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else if (audioMode == AudioMode.SoundEffect && |
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soundEffect != null) |
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{ |
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// Use sound effects defined in WriterAudio |
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targetAudioSource.clip = soundEffect; |
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targetAudioSource.loop = loop; |
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targetAudioSource.Play(); |
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} |
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else if (audioMode == AudioMode.Beeps) |
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{ |
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// Use beeps defined in WriterAudio |
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targetAudioSource.clip = null; |
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targetAudioSource.loop = false; |
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playBeeps = true; |
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} |
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} |
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protected virtual void Pause() |
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{ |
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if (targetAudioSource == null) |
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{ |
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return; |
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} |
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// There's an audible click if you call audioSource.Pause() so instead just drop the volume to 0. |
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targetVolume = 0f; |
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} |
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protected virtual void Stop() |
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{ |
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if (targetAudioSource == null) |
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{ |
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return; |
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} |
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// There's an audible click if you call audioSource.Stop() so instead we just switch off |
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// looping and let the audio stop automatically at the end of the clip |
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targetVolume = 0f; |
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targetAudioSource.loop = false; |
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playBeeps = false; |
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playingVoiceover = false; |
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} |
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protected virtual void Resume() |
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{ |
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if (targetAudioSource == null) |
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{ |
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return; |
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} |
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targetVolume = volume; |
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} |
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protected virtual void Update() |
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{ |
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targetAudioSource.volume = Mathf.MoveTowards(targetAudioSource.volume, targetVolume, Time.deltaTime * 5f); |
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} |
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#region IWriterListener implementation |
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public virtual void OnInput() |
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{ |
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if (inputSound != null) |
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{ |
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// Assumes we're playing a 2D sound |
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AudioSource.PlayClipAtPoint(inputSound, Vector3.zero); |
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} |
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} |
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public virtual void OnStart(AudioClip audioClip) |
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{ |
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if (playingVoiceover) |
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{ |
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return; |
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} |
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Play(audioClip); |
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} |
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public virtual void OnPause() |
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{ |
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if (playingVoiceover) |
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{ |
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return; |
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} |
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Pause(); |
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} |
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public virtual void OnResume() |
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{ |
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if (playingVoiceover) |
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{ |
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return; |
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} |
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Resume(); |
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} |
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public virtual void OnEnd(bool stopAudio) |
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{ |
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if (stopAudio) |
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{ |
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Stop(); |
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} |
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} |
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public virtual void OnGlyph() |
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{ |
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if (playingVoiceover) |
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{ |
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return; |
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} |
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if (playBeeps && beepSounds.Count > 0) |
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{ |
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if (!targetAudioSource.isPlaying) |
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{ |
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if (nextBeepTime < Time.realtimeSinceStartup) |
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{ |
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targetAudioSource.clip = beepSounds[Random.Range(0, beepSounds.Count)]; |
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if (targetAudioSource.clip != null) |
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{ |
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targetAudioSource.loop = false; |
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targetVolume = volume; |
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targetAudioSource.Play(); |
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float extend = targetAudioSource.clip.length; |
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nextBeepTime = Time.realtimeSinceStartup + extend; |
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} |
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} |
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} |
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} |
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} |
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public virtual void OnVoiceover(AudioClip voiceOverClip) |
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{ |
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if (targetAudioSource == null) |
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{ |
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return; |
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} |
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playingVoiceover = true; |
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targetAudioSource.volume = volume; |
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targetVolume = volume; |
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targetAudioSource.loop = false; |
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targetAudioSource.clip = voiceOverClip; |
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targetAudioSource.Play(); |
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} |
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public void OnAllWordsWritten() |
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{ |
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} |
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#endregion |
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} |
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} |