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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/Legacy/MMFeedbackMMSoundManagerSou...

390 lines
15 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using MoreMountains.Tools;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.
/// </summary>
[ExecuteAlways]
[AddComponentMenu("")]
[FeedbackPath("Audio/MMSoundManager Sound")]
[FeedbackHelp("This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.")]
public class MMFeedbackMMSoundManagerSound : MMFeedback
{
/// 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; } }
#endif
/// the duration of this feedback is the duration of the clip being played
public override float FeedbackDuration { get { return GetDuration(); } }
[Header("Sound")]
/// the sound clip to play
[Tooltip("the sound clip to play")]
public AudioClip Sfx;
[Header("Random Sound")]
/// an array to pick a random sfx from
[Tooltip("an array to pick a random sfx from")]
public AudioClip[] RandomSfx;
[Header("Test")]
[MMFInspectorButton("TestPlaySound")]
public bool TestButton;
[MMFInspectorButton("TestStopSound")]
public bool TestStopButton;
[Header("Volume")]
/// the minimum volume to play the sound at
[Tooltip("the minimum volume to play the sound at")]
[Range(0f,2f)]
public float MinVolume = 1f;
/// the maximum volume to play the sound at
[Tooltip("the maximum volume to play the sound at")]
[Range(0f,2f)]
public float MaxVolume = 1f;
[Header("Pitch")]
/// the minimum pitch to play the sound at
[Tooltip("the minimum pitch to play the sound at")]
[Range(-3f,3f)]
public float MinPitch = 1f;
/// the maximum pitch to play the sound at
[Tooltip("the maximum pitch to play the sound at")]
[Range(-3f,3f)]
public float MaxPitch = 1f;
[Header("SoundManager Options")]
/// the track on which to play the sound. Pick the one that matches the nature of your sound
[Tooltip("the track on which to play the sound. Pick the one that matches the nature of your sound")]
public MMSoundManager.MMSoundManagerTracks MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Sfx;
/// the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.
[Tooltip("the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.")]
public int ID = 0;
/// the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it.
[Tooltip("the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it.")]
public AudioMixerGroup AudioGroup = null;
/// if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here
[Tooltip("if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here")]
public AudioSource RecycleAudioSource = null;
/// whether or not this sound should loop
[Tooltip("whether or not this sound should loop")]
public bool Loop = false;
/// whether or not this sound should continue playing when transitioning to another scene
[Tooltip("whether or not this sound should continue playing when transitioning to another scene")]
public bool Persistent = false;
/// whether or not this sound should play if the same sound clip is already playing
[Tooltip("whether or not this sound should play if the same sound clip is already playing")]
public bool DoNotPlayIfClipAlreadyPlaying = false;
/// if this is true, this sound will stop playing when stopping the feedback
[Tooltip("if this is true, this sound will stop playing when stopping the feedback")]
public bool StopSoundOnFeedbackStop = false;
/// if this is true, this sound won't be recycled if it's not done playing
[Tooltip("if this is true, this sound won't be recycled if it's not done playing")]
public bool DoNotAutoRecycleIfNotDonePlaying = false;
[Header("Fade")]
/// whether or not to fade this sound in when playing it
[Tooltip("whether or not to fade this sound in when playing it")]
public bool Fade = false;
/// if fading, the volume at which to start the fade
[Tooltip("if fading, the volume at which to start the fade")]
[MMCondition("Fade", true)]
public float FadeInitialVolume = 0f;
/// if fading, the duration of the fade, in seconds
[Tooltip("if fading, the duration of the fade, in seconds")]
[MMCondition("Fade", true)]
public float FadeDuration = 1f;
/// if fading, the tween over which to fade the sound
[Tooltip("if fading, the tween over which to fade the sound ")]
[MMCondition("Fade", true)]
public MMTweenType FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic);
[Header("Solo")]
/// whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing
[Tooltip("whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing")]
public bool SoloSingleTrack = false;
/// whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing
[Tooltip("whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing")]
public bool SoloAllTracks = false;
/// if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing
[Tooltip("if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing")]
public bool AutoUnSoloOnEnd = false;
[Header("Spatial Settings")]
/// Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
[Tooltip("Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.")]
[Range(-1f,1f)]
public float PanStereo;
/// Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.
[Tooltip("Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.")]
[Range(0f,1f)]
public float SpatialBlend;
[Header("Effects")]
/// Bypass effects (Applied from filter components or global listener filters).
[Tooltip("Bypass effects (Applied from filter components or global listener filters).")]
public bool BypassEffects = false;
/// When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.
[Tooltip("When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.")]
public bool BypassListenerEffects = false;
/// When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
[Tooltip("When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.")]
public bool BypassReverbZones = false;
/// Sets the priority of the AudioSource.
[Tooltip("Sets the priority of the AudioSource.")]
[Range(0, 256)]
public int Priority = 128;
/// The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
[Tooltip("The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.")]
[Range(0f,1.1f)]
public float ReverbZoneMix = 1f;
[Header("3D Sound Settings")]
/// Sets the Doppler scale for this AudioSource.
[Tooltip("Sets the Doppler scale for this AudioSource.")]
[Range(0f,5f)]
public float DopplerLevel = 1f;
/// Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
[Tooltip("Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.")]
[Range(0,360)]
public int Spread = 0;
/// Sets/Gets how the AudioSource attenuates over distance.
[Tooltip("Sets/Gets how the AudioSource attenuates over distance.")]
public AudioRolloffMode RolloffMode = AudioRolloffMode.Logarithmic;
/// Within the Min distance the AudioSource will cease to grow louder in volume.
[Tooltip("Within the Min distance the AudioSource will cease to grow louder in volume.")]
public float MinDistance = 1f;
/// (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
[Tooltip("(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.")]
public float MaxDistance = 500f;
protected AudioClip _randomClip;
protected AudioSource _editorAudioSource;
protected MMSoundManagerPlayOptions _options;
protected AudioSource _playedAudioSource;
/// <summary>
/// Plays either a random sound or the specified sfx
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
if (Sfx != null)
{
PlaySound(Sfx, position, intensityMultiplier);
return;
}
if (RandomSfx.Length > 0)
{
_randomClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
if (_randomClip != null)
{
PlaySound(_randomClip, position, intensityMultiplier);
}
}
}
/// <summary>
/// On Stop, we stop our sound if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (StopSoundOnFeedbackStop && (_playedAudioSource != null))
{
_playedAudioSource.Stop();
}
}
/// <summary>
/// Triggers a play sound event
/// </summary>
/// <param name="sfx"></param>
/// <param name="position"></param>
/// <param name="intensity"></param>
protected virtual void PlaySound(AudioClip sfx, Vector3 position, float intensity)
{
if (DoNotPlayIfClipAlreadyPlaying)
{
if (MMSoundManager.Instance.FindByClip(sfx) != null)
{
return;
}
}
float volume = Random.Range(MinVolume, MaxVolume);
if (!Timing.ConstantIntensity)
{
volume = volume * intensity;
}
float pitch = Random.Range(MinPitch, MaxPitch);
int timeSamples = NormalPlayDirection ? 0 : sfx.samples - 1;
/*if (!NormalPlayDirection)
{
pitch = -pitch;
}*/
_options.MmSoundManagerTrack = MmSoundManagerTrack;
_options.Location = position;
_options.Loop = Loop;
_options.Volume = volume;
_options.ID = ID;
_options.Fade = Fade;
_options.FadeInitialVolume = FadeInitialVolume;
_options.FadeDuration = FadeDuration;
_options.FadeTween = FadeTween;
_options.Persistent = Persistent;
_options.RecycleAudioSource = RecycleAudioSource;
_options.AudioGroup = AudioGroup;
_options.Pitch = pitch;
_options.PanStereo = PanStereo;
_options.SpatialBlend = SpatialBlend;
_options.SoloSingleTrack = SoloSingleTrack;
_options.SoloAllTracks = SoloAllTracks;
_options.AutoUnSoloOnEnd = AutoUnSoloOnEnd;
_options.BypassEffects = BypassEffects;
_options.BypassListenerEffects = BypassListenerEffects;
_options.BypassReverbZones = BypassReverbZones;
_options.Priority = Priority;
_options.ReverbZoneMix = ReverbZoneMix;
_options.DopplerLevel = DopplerLevel;
_options.Spread = Spread;
_options.RolloffMode = RolloffMode;
_options.MinDistance = MinDistance;
_options.MaxDistance = MaxDistance;
_options.DoNotAutoRecycleIfNotDonePlaying = DoNotAutoRecycleIfNotDonePlaying;
_playedAudioSource = MMSoundManagerSoundPlayEvent.Trigger(sfx, _options);
}
/// <summary>
/// Returns the duration of the sound, or of the longest of the random sounds
/// </summary>
/// <returns></returns>
protected virtual float GetDuration()
{
if (Sfx != null)
{
return Sfx.length;
}
float longest = 0f;
if ((RandomSfx != null) && (RandomSfx.Length > 0))
{
foreach (AudioClip clip in RandomSfx)
{
if ((clip != null) && (clip.length > longest))
{
longest = clip.length;
}
}
return longest;
}
return 0f;
}
#region TestMethods
/// <summary>
/// A test method that creates an audiosource, plays it, and destroys itself after play
/// </summary>
protected virtual async void TestPlaySound()
{
AudioClip tmpAudioClip = null;
if (Sfx != null)
{
tmpAudioClip = Sfx;
}
if (RandomSfx.Length > 0)
{
tmpAudioClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
}
if (tmpAudioClip == null)
{
Debug.LogError(Label + " on " + this.gameObject.name + " can't play in editor mode, you haven't set its Sfx.");
return;
}
float volume = Random.Range(MinVolume, MaxVolume);
float pitch = Random.Range(MinPitch, MaxPitch);
GameObject temporaryAudioHost = new GameObject("EditorTestAS_WillAutoDestroy");
SceneManager.MoveGameObjectToScene(temporaryAudioHost.gameObject, this.gameObject.scene);
temporaryAudioHost.transform.position = this.transform.position;
_editorAudioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
PlayAudioSource(_editorAudioSource, tmpAudioClip, volume, pitch, 0);
float length = 1000 * tmpAudioClip.length;
length = length / Mathf.Abs(pitch);
await Task.Delay((int)length);
DestroyImmediate(temporaryAudioHost);
}
/// <summary>
/// A test method that stops the test sound
/// </summary>
protected virtual void TestStopSound()
{
if (_editorAudioSource != null)
{
_editorAudioSource.Stop();
}
}
/// <summary>
/// Plays the audio source with the specified volume and pitch
/// </summary>
/// <param name="audioSource"></param>
/// <param name="sfx"></param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
protected virtual void PlayAudioSource(AudioSource audioSource, AudioClip sfx, float volume, float pitch, int timeSamples)
{
// we set that audio source clip to the one in paramaters
audioSource.clip = sfx;
audioSource.timeSamples = timeSamples;
// we set the audio source volume to the one in parameters
audioSource.volume = volume;
audioSource.pitch = pitch;
// we set our loop setting
audioSource.loop = false;
// we start playing the sound
audioSource.Play();
}
#endregion
}
}