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AudioManager.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.XR.Interaction.Toolkit;
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance;
/// <summary>
/// Holds all sound clip types.
/// </summary>
public enum SoundClips
{
Sound1, // Rename these accordingly
Sound2,
Sound3,
Sound4,
}
/// <summary>
/// SoundClipClass holds all the values of
/// the sounds and their clips.
/// </summary>
[System.Serializable]
public class AudioClipToPlay
{
public SoundClips soundClips;
public AudioClip audioClip;
public AudioMixerGroup audioMixerGroup;
}
public AudioClipToPlay[] audioClipArray;
/// <summary>
///
/// </summary>
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
};
}
/// <summary>
/// Store the currently playing audio sources for looped sounds.
/// </summary>
private static Dictionary<SoundClips, AudioSource> playingAudioSources = new Dictionary<SoundClips, AudioSource>();
/// <summary>
/// Takes in a sound audio clip, and assigns floats
/// to the parameters of the instantiated audio source,
/// to be played for 3D sounds.
/// </summary>
/// <param name="sound"></param>
/// <param name="pitch"></param>
/// <param name="volume"></param>
/// <param name="spatialBlend"></param>
/// <param name="spread"></param>
/// <param name="loop"></param>
public static void PlaySound3D(SoundClips sound, Transform positionTransform, float volume, float pitch, float spread, float fadeInTime, bool loop = false, bool fadeIn = false)
{
if (playingAudioSources.ContainsKey(sound) && playingAudioSources[sound].isPlaying)
{
return;
}
GameObject soundGameObject = new GameObject("Sound");
AudioSource audioSource = soundGameObject.AddComponent<AudioSource>();
AudioMixerGroup audioMixerGroup = GetMixer(sound);
soundGameObject.transform.position = positionTransform.position;
audioSource.outputAudioMixerGroup = audioMixerGroup;
audioSource.clip = GetAudioClip(sound);
audioSource.volume = volume;
audioSource.pitch = pitch;
audioSource.spread = spread;
audioSource.spatialBlend = 1f;
audioSource.loop = loop;
audioSource.Play();
if (fadeIn == true)
{
Instance.StartCoroutine(Instance.FadeInSound(sound, fadeInTime));
}
else { }
if (loop == true)
{
playingAudioSources[sound] = audioSource;
}
else if (loop == false)
{
Destroy(soundGameObject, audioSource.clip.length);
}
}
/// <summary>
/// Same as 3D, without the transform of the game object,
/// and spatial settings.
/// </summary>
/// <param name="sound"></param>
/// <param name="positionTransform"></param>
/// <param name="pitch"></param>
/// <param name="volume"></param>
/// <param name="spatialBlend"></param>
/// <param name="spread"></param>
/// <param name="loop"></param>
public static void PlaySound2D(SoundClips sound, float volume, float pitch, float fadeInTime bool, loop = false, bool fadeIn = false)
{
if (playingAudioSources.ContainsKey(sound) && playingAudioSources[sound].isPlaying)
{
return;
}
GameObject soundGameObject = new GameObject("Sound");
AudioSource audioSource = soundGameObject.AddComponent<AudioSource>();
AudioMixerGroup audioMixerGroup = GetMixer(sound);
audioSource.outputAudioMixerGroup = audioMixerGroup;
audioSource.clip = GetAudioClip(sound);
audioSource.pitch = pitch;
audioSource.volume = volume;
audioSource.loop = loop;
audioSource.Play();
if (fadeIn == true)
{
Instance.StartCoroutine(Instance.FadeInSound(sound, fadeInTime));
}
else { }
if (loop == true)
{
playingAudioSources[sound] = audioSource;
}
else if (loop == false)
{
Destroy(soundGameObject, audioSource.clip.length);
}
}
/// <summary>
/// Get the correct sound clip from the sound clip array.
/// </summary>
/// <param name="sound"></param>
/// <returns></returns>
private static AudioClip GetAudioClip(SoundClips sound)
{
foreach (AudioClipToPlay audioClipToPlay in Instance.audioClipArray)
{
if(audioClipToPlay.soundClips == sound)
{
if(audioClipToPlay.audioClip != null)
{
return audioClipToPlay.audioClip;
}
else
{
Debug.LogError("Please assign an audio clip for" + sound + "sound!");
return null;
}
}
}
Debug.LogError("Sound" + sound + "not found!");
return null;
}
/// <summary>
/// Get mixer channel for the associated AudioClipToPlay enum audio source.
/// </summary>
/// <param name="sound"></param>
/// <returns></returns>
private static AudioMixerGroup GetMixer(SoundClips sound)
{
foreach (AudioClipToPlay audioClipToPlay in Instance.audioClipArray)
{
if(audioClipToPlay.soundClips == sound)
{
if(audioClipToPlay.audioMixerGroup != null)
{
return audioClipToPlay.audioMixerGroup;
}
else
{
Debug.LogError("Please assign Audio Mixer Group for" + sound + "sound!");
return null;
}
}
}
return null;
}
/// <summary>
/// Immediately stop the sound.
/// </summary>
/// <param name="sound"></param>
public static void StopSound(SoundClips sound)
{
if (playingAudioSources.ContainsKey(sound))
{
AudioSource audioSource = playingAudioSources[sound];
audioSource.loop = false;
audioSource.Stop();
playingAudioSources.Remove(sound);
Destroy(audioSource.gameObject);
}
}
/// <summary>
/// Fade in sound in specified seconds.
/// </summary>
/// <param name="time"></param>
public IEnumerator FadeInSound(SoundClips sound, float fadeInTime)
{
if (playingAudioSources.ContainsKey(sound))
{
AudioSource audioSource = playingAudioSources[sound];
float startVolume = audioSource.volume;
float startTime = Time.time;
while (startTime + fadeInTime > Time.time)
{
float currentFadeTime = 0f;
currentFadeTime = Time.time - startTime;
audioSource.volume = Mathf.Lerp(0f, startVolume, currentFadeTime / fadeInTime);
yield return null;
}
}
}
/// <summary>
/// Fade out sound in specified seconds. Stops and destroys the audio source when faded out.
/// </summary>
/// <param name="time"></param>
public IEnumerator FadeOutSound(SoundClips sound, float fadeOutTime)
{
if (playingAudioSources.ContainsKey(sound))
{
AudioSource audioSource = playingAudioSources[sound];
float startVolume = audioSource.volume;
float startTime = Time.time;
while (startTime + fadeOutTime > Time.time)
{
float currentFadeTime = 0f;
currentFadeTime = Time.time - startTime;
audioSource.volume = Mathf.Lerp(startVolume, 0f, currentFadeTime / fadeOutTime);
yield return null;
}
audioSource.Stop();
playingAudioSources.Remove(sound);
Destroy(audioSource.gameObject);
}
}
}