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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/Legacy/MMFeedbackSound.cs

334 lines
10 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using MoreMountains.Tools;
using UnityEngine.SceneManagement;
namespace MoreMountains.Feedbacks
{
[ExecuteAlways]
[AddComponentMenu("")]
[FeedbackPath("Audio/Sound")]
[FeedbackHelp("This feedback lets you play the specified AudioClip, either via event (you'll need something in your scene to catch a MMSfxEvent, for example a MMSoundManager), or cached (AudioSource gets created on init, and is then ready to be played), or on demand (instantiated on Play). For all these methods you can define a random volume between min/max boundaries (just set the same value in both fields if you don't want randomness), random pitch, and an optional AudioMixerGroup.")]
public class MMFeedbackSound : 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
/// <summary>
/// The possible methods to play the sound with.
/// Event : sends a MMSfxEvent, you'll need a class to catch this event and play the sound
/// Cached : creates and stores an audiosource to play the sound with, parented to the owner
/// OnDemand : creates an audiosource and destroys it everytime you want to play the sound
/// </summary>
public enum PlayMethods { Event, Cached, OnDemand, Pool }
[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("Method")]
/// the play method to use when playing the sound (event, cached or on demand)
[Tooltip("the play method to use when playing the sound (event, cached or on demand)")]
public PlayMethods PlayMethod = PlayMethods.Event;
/// the size of the pool when in Pool mode
[Tooltip("the size of the pool when in Pool mode")]
[MMFEnumCondition("PlayMethod", (int)PlayMethods.Pool)]
public int PoolSize = 10;
[Header("Volume")]
/// the minimum volume to play the sound at
[Tooltip("the minimum volume to play the sound at")]
public float MinVolume = 1f;
/// the maximum volume to play the sound at
[Tooltip("the maximum volume to play the sound at")]
public float MaxVolume = 1f;
[Header("Pitch")]
/// the minimum pitch to play the sound at
[Tooltip("the minimum pitch to play the sound at")]
public float MinPitch = 1f;
/// the maximum pitch to play the sound at
[Tooltip("the maximum pitch to play the sound at")]
public float MaxPitch = 1f;
[Header("Mixer")]
/// the audiomixer to play the sound with (optional)
[Tooltip("the audiomixer to play the sound with (optional)")]
public AudioMixerGroup SfxAudioMixerGroup;
[Tooltip("the audiosource priority, to be specified if needed between 0 (highest) and 256")]
public int Priority = 128;
/// the duration of this feedback is the duration of the clip being played
public override float FeedbackDuration { get { return GetDuration(); } }
protected AudioClip _randomClip;
protected AudioSource _cachedAudioSource;
protected AudioSource[] _pool;
protected AudioSource _tempAudioSource;
protected float _duration;
protected AudioSource _editorAudioSource;
/// <summary>
/// Custom init to cache the audiosource if required
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(GameObject owner)
{
base.CustomInitialization(owner);
if (PlayMethod == PlayMethods.Cached)
{
_cachedAudioSource = CreateAudioSource(owner, "CachedFeedbackAudioSource");
}
if (PlayMethod == PlayMethods.Pool)
{
// create a pool
_pool = new AudioSource[PoolSize];
for (int i = 0; i < PoolSize; i++)
{
_pool[i] = CreateAudioSource(owner, "PooledAudioSource"+i);
}
}
}
protected virtual AudioSource CreateAudioSource(GameObject owner, string audioSourceName)
{
// we create a temporary game object to host our audio source
GameObject temporaryAudioHost = new GameObject(audioSourceName);
SceneManager.MoveGameObjectToScene(temporaryAudioHost.gameObject, this.gameObject.scene);
// we set the temp audio's position
temporaryAudioHost.transform.position = owner.transform.position;
temporaryAudioHost.transform.SetParent(owner.transform);
// we add an audio source to that host
_tempAudioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
_tempAudioSource.playOnAwake = false;
return _tempAudioSource;
}
/// <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)
{
_duration = Sfx.length;
PlaySound(Sfx, position, intensityMultiplier);
return;
}
if (RandomSfx.Length > 0)
{
_randomClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
if (_randomClip != null)
{
_duration = _randomClip.length;
PlaySound(_randomClip, position, intensityMultiplier);
}
}
}
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;
}
/// <summary>
/// Plays a sound differently based on the selected play method
/// </summary>
/// <param name="sfx"></param>
/// <param name="position"></param>
protected virtual void PlaySound(AudioClip sfx, Vector3 position, float intensity)
{
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;
}
if (PlayMethod == PlayMethods.Event)
{
MMSfxEvent.Trigger(sfx, SfxAudioMixerGroup, volume, pitch, Priority);
return;
}
if (PlayMethod == PlayMethods.OnDemand)
{
// we create a temporary game object to host our audio source
GameObject temporaryAudioHost = new GameObject("TempAudio");
SceneManager.MoveGameObjectToScene(temporaryAudioHost.gameObject, this.gameObject.scene);
// we set the temp audio's position
temporaryAudioHost.transform.position = position;
// we add an audio source to that host
AudioSource audioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
PlayAudioSource(audioSource, sfx, volume, pitch, timeSamples, SfxAudioMixerGroup, Priority);
// we destroy the host after the clip has played
Destroy(temporaryAudioHost, sfx.length);
}
if (PlayMethod == PlayMethods.Cached)
{
// we set that audio source clip to the one in paramaters
PlayAudioSource(_cachedAudioSource, sfx, volume, pitch, timeSamples, SfxAudioMixerGroup, Priority);
}
if (PlayMethod == PlayMethods.Pool)
{
_tempAudioSource = GetAudioSourceFromPool();
if (_tempAudioSource != null)
{
PlayAudioSource(_tempAudioSource, sfx, volume, pitch, timeSamples, SfxAudioMixerGroup, Priority);
}
}
}
/// <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, AudioMixerGroup audioMixerGroup = null, int priority = 128)
{
// 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;
audioSource.priority = priority;
if (audioMixerGroup != null)
{
audioSource.outputAudioMixerGroup = audioMixerGroup;
}
// we start playing the sound
audioSource.Play();
}
/// <summary>
/// Gets an audio source from the pool if possible
/// </summary>
/// <returns></returns>
protected virtual AudioSource GetAudioSourceFromPool()
{
for (int i = 0; i < PoolSize; i++)
{
if (!_pool[i].isPlaying)
{
return _pool[i];
}
}
return null;
}
/// <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;
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();
}
}
}
}