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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_MMSoundManagerSoundFade.cs

74 lines
2.9 KiB
C#

1 month ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using MoreMountains.Tools;
using UnityEngine.Audio;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work.
/// </summary>
[AddComponentMenu("")]
[FeedbackPath("Audio/MMSoundManager Sound Fade")]
[FeedbackHelp("This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work.")]
public class MMF_MMSoundManagerSoundFade : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.SoundsColor; } }
public override string RequiredTargetText { get { return "ID "+SoundID; } }
#endif
[MMFInspectorGroup("MMSoundManager Sound Fade", true, 30)]
/// the ID of the sound you want to fade. Has to match the ID you specified when playing the sound initially
[Tooltip("the ID of the sound you want to fade. Has to match the ID you specified when playing the sound initially")]
public int SoundID = 0;
/// the duration of the fade, in seconds
[Tooltip("the duration of the fade, in seconds")]
public float FadeDuration = 1f;
/// the volume towards which to fade
[Tooltip("the volume towards which to fade")]
[Range(MMSoundManagerSettings._minimalVolume,MMSoundManagerSettings._maxVolume)]
public float FinalVolume = MMSoundManagerSettings._minimalVolume;
/// the tween to apply over the fade
[Tooltip("the tween to apply over the fade")]
public MMTweenType FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic);
protected AudioSource _targetAudioSource;
/// <summary>
/// On play, we start our fade via a fade event
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMSoundManagerSoundFadeEvent.Trigger(MMSoundManagerSoundFadeEvent.Modes.PlayFade, SoundID, FadeDuration, FinalVolume, FadeTween);
}
/// <summary>
/// On stop, we stop our fade via a fade event
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMSoundManagerSoundFadeEvent.Trigger(MMSoundManagerSoundFadeEvent.Modes.StopFade, SoundID, FadeDuration, FinalVolume, FadeTween);
}
}
}