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CrowdControl/Assets/Feel/MMTools/Tools/MMAudio/MMSoundManager/MMSoundManagerSettingsSO.cs

210 lines
6.9 KiB
C#

1 month ago
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Audio;
namespace MoreMountains.Tools
{
/// <summary>
/// A class to save sound settings (music on or off, sfx on or off)
/// </summary>
[Serializable]
[CreateAssetMenu(menuName = "MoreMountains/Audio/MMSoundManagerSettings")]
public class MMSoundManagerSettingsSO : ScriptableObject
{
[Header("Audio Mixer")]
/// the audio mixer to use when playing sounds
[Tooltip("the audio mixer to use when playing sounds")]
public AudioMixer TargetAudioMixer;
/// the master group
[Tooltip("the master group")]
public AudioMixerGroup MasterAudioMixerGroup;
/// the group on which to play all music sounds
[Tooltip("the group on which to play all music sounds")]
public AudioMixerGroup MusicAudioMixerGroup;
/// the group on which to play all sound effects
[Tooltip("the group on which to play all sound effects")]
public AudioMixerGroup SfxAudioMixerGroup;
/// the group on which to play all UI sounds
[Tooltip("the group on which to play all UI sounds")]
public AudioMixerGroup UIAudioMixerGroup;
/// the multiplier to apply when converting normalized volume values to audio mixer values
[Tooltip("the multiplier to apply when converting normalized volume values to audio mixer values")]
public float MixerValuesMultiplier = 20;
[Header("Settings Unfold")]
/// the full settings for this MMSoundManager
[Tooltip("the full settings for this MMSoundManager")]
public MMSoundManagerSettings Settings;
protected const string _saveFolderName = "MMSoundManager/";
protected const string _saveFileName = "mmsound.settings";
#region SaveAndLoad
/// <summary>
/// Saves the sound settings to file
/// </summary>
public virtual void SaveSoundSettings()
{
MMSaveLoadManager.Save(this.Settings, _saveFileName, _saveFolderName);
}
/// <summary>
/// Loads the sound settings from file (if found)
/// </summary>
public virtual void LoadSoundSettings()
{
if (Settings.OverrideMixerSettings)
{
MMSoundManagerSettings settings =
(MMSoundManagerSettings) MMSaveLoadManager.Load(typeof(MMSoundManagerSettings), _saveFileName,
_saveFolderName);
if (settings != null)
{
this.Settings = settings;
ApplyTrackVolumes();
}
MMSoundManagerEvent.Trigger(MMSoundManagerEventTypes.SettingsLoaded);
}
}
/// <summary>
/// Resets the sound settings by destroying the save file
/// </summary>
public virtual void ResetSoundSettings()
{
MMSaveLoadManager.DeleteSave(_saveFileName, _saveFolderName);
}
#endregion
#region Volume
/// <summary>
/// sets the volume of the selected track to the value passed in parameters
/// </summary>
/// <param name="track"></param>
/// <param name="volume"></param>
public virtual void SetTrackVolume(MMSoundManager.MMSoundManagerTracks track, float volume)
{
if (volume <= 0f)
{
volume = MMSoundManagerSettings._minimalVolume;
}
switch (track)
{
case MMSoundManager.MMSoundManagerTracks.Master:
TargetAudioMixer.SetFloat(Settings.MasterVolumeParameter, NormalizedToMixerVolume(volume));
Settings.MasterVolume = volume;
break;
case MMSoundManager.MMSoundManagerTracks.Music:
TargetAudioMixer.SetFloat(Settings.MusicVolumeParameter, NormalizedToMixerVolume(volume));
Settings.MusicVolume = volume;
break;
case MMSoundManager.MMSoundManagerTracks.Sfx:
TargetAudioMixer.SetFloat(Settings.SfxVolumeParameter, NormalizedToMixerVolume(volume));
Settings.SfxVolume = volume;
break;
case MMSoundManager.MMSoundManagerTracks.UI:
TargetAudioMixer.SetFloat(Settings.UIVolumeParameter, NormalizedToMixerVolume(volume));
Settings.UIVolume = volume;
break;
}
if (Settings.AutoSave)
{
SaveSoundSettings();
}
}
/// <summary>
/// Returns the volume of the specified track
/// </summary>
/// <param name="track"></param>
/// <returns></returns>
public virtual float GetTrackVolume(MMSoundManager.MMSoundManagerTracks track)
{
float volume = 1f;
switch (track)
{
case MMSoundManager.MMSoundManagerTracks.Master:
TargetAudioMixer.GetFloat(Settings.MasterVolumeParameter, out volume);
break;
case MMSoundManager.MMSoundManagerTracks.Music:
TargetAudioMixer.GetFloat(Settings.MusicVolumeParameter, out volume);
break;
case MMSoundManager.MMSoundManagerTracks.Sfx:
TargetAudioMixer.GetFloat(Settings.SfxVolumeParameter, out volume);
break;
case MMSoundManager.MMSoundManagerTracks.UI:
TargetAudioMixer.GetFloat(Settings.UIVolumeParameter, out volume);
break;
}
return MixerVolumeToNormalized(volume);
}
/// <summary>
/// assigns the volume of each track to the settings values
/// </summary>
public virtual void GetTrackVolumes()
{
Settings.MasterVolume = GetTrackVolume(MMSoundManager.MMSoundManagerTracks.Master);
Settings.MusicVolume = GetTrackVolume(MMSoundManager.MMSoundManagerTracks.Music);
Settings.SfxVolume = GetTrackVolume(MMSoundManager.MMSoundManagerTracks.Sfx);
Settings.UIVolume = GetTrackVolume(MMSoundManager.MMSoundManagerTracks.UI);
}
/// <summary>
/// applies volume to all tracks and saves if needed
/// </summary>
protected virtual void ApplyTrackVolumes()
{
if (Settings.OverrideMixerSettings)
{
TargetAudioMixer.SetFloat(Settings.MasterVolumeParameter, NormalizedToMixerVolume(Settings.MasterVolume));
TargetAudioMixer.SetFloat(Settings.MusicVolumeParameter, NormalizedToMixerVolume(Settings.MusicVolume));
TargetAudioMixer.SetFloat(Settings.SfxVolumeParameter, NormalizedToMixerVolume(Settings.SfxVolume));
TargetAudioMixer.SetFloat(Settings.UIVolumeParameter, NormalizedToMixerVolume(Settings.UIVolume));
if (!Settings.MasterOn) { TargetAudioMixer.SetFloat(Settings.MasterVolumeParameter, -80f); }
if (!Settings.MusicOn) { TargetAudioMixer.SetFloat(Settings.MusicVolumeParameter, -80f); }
if (!Settings.SfxOn) { TargetAudioMixer.SetFloat(Settings.SfxVolumeParameter, -80f); }
if (!Settings.UIOn) { TargetAudioMixer.SetFloat(Settings.UIVolumeParameter, -80f); }
if (Settings.AutoSave)
{
SaveSoundSettings();
}
}
}
/// <summary>
/// Converts a normalized volume to the mixer group db scale
/// </summary>
/// <param name="normalizedVolume"></param>
/// <returns></returns>
public virtual float NormalizedToMixerVolume(float normalizedVolume)
{
return Mathf.Log10(normalizedVolume) * MixerValuesMultiplier;
}
/// <summary>
/// Converts mixer volume to a normalized value
/// </summary>
/// <param name="mixerVolume"></param>
/// <returns></returns>
public virtual float MixerVolumeToNormalized(float mixerVolume)
{
return (float)Math.Pow(10, (mixerVolume / MixerValuesMultiplier));
}
#endregion Volume
}
}