Music and Sound Settins functionality and UI adjustments

dev-ali
Ali Sharoz 1 month ago
parent 763a24af1e
commit 2f294b3d7c

@ -0,0 +1,133 @@
using UnityEngine;
using UnityEngine.UI;
public class AudioSourceController : MonoBehaviour
{
public AudioSource[] audioSources;
public Scrollbar VolScroll;
public GameObject OnButton;
public GameObject OffButton;
private float lastSavedVolume;
private bool lastSavedMusicState;
private void Awake()
{
audioSourceGetter();
Invoke(nameof(audioSourceGetter), 2); // Ensures delayed fetching in second scene
// Ensure default music is ON if running for the first time
if (!PlayerPrefs.HasKey("MusicBool"))
{
PlayerPrefs.SetInt("MusicBool", 1); // Default to ON
PlayerPrefs.Save();
}
// Load saved settings
lastSavedMusicState = PlayerPrefs.GetInt("MusicBool") == 1;
lastSavedVolume = PlayerPrefs.GetFloat("Volume", 1);
// Apply the saved state
Set_Value(lastSavedVolume);
ApplyAudioState(lastSavedMusicState);
}
public void audioSourceGetter()
{
audioSources = FindObjectsOfType<AudioSource>();
Set_Value(PlayerPrefs.GetFloat("Volume", 1));
}
public void PlayerPrefSaver()
{
if (VolScroll != null)
{
PlayerPrefs.SetFloat("Volume", VolScroll.value);
}
PlayerPrefs.SetInt("MusicBool", OffButton.activeSelf ? 1 : 0);
PlayerPrefs.Save(); // Ensure immediate save
// Update last saved state
lastSavedVolume = VolScroll.value;
lastSavedMusicState = OffButton.activeSelf;
}
public void Delayed_Starter()
{
Invoke(nameof(Awake), 0.5f);
}
public void Set_Value(float value)
{
if (audioSources == null || audioSources.Length == 0)
audioSourceGetter(); // Ensures sources are updated if needed
foreach (var source in audioSources)
{
source.volume = value;
}
if (VolScroll != null && VolScroll.value != value)
{
VolScroll.value = value;
}
}
// **New Functions for On/Off Button Assignment in Inspector**
public void ToggleAudioOn()
{
ApplyAudioState(true);
}
public void ToggleAudioOff()
{
ApplyAudioState(false);
}
// **Handles audio state & button switching**
private void ApplyAudioState(bool isOn)
{
if (isOn)
{
OnButton.SetActive(false);
OffButton.SetActive(true);
PlayAudio();
}
else
{
OffButton.SetActive(false);
OnButton.SetActive(true);
StopAudio();
}
}
private void PlayAudio()
{
if (audioSources == null || audioSources.Length == 0)
audioSourceGetter();
foreach (var source in audioSources)
{
source.Play();
}
}
private void StopAudio()
{
if (audioSources == null || audioSources.Length == 0)
audioSourceGetter();
foreach (var source in audioSources)
{
source.Stop();
}
}
// **Cancel Button - Resets to last saved settings**
public void CancelSettings()
{
Set_Value(lastSavedVolume);
ApplyAudioState(lastSavedMusicState);
}
}

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@ -90,7 +90,10 @@ namespace MoreMountains.Feedbacks
_randomClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
TargetAudioSource.clip = _randomClip;
}
float volume = Random.Range(MinVolume, MaxVolume) * intensityMultiplier;
//float volume = Random.Range(MinVolume, MaxVolume) * intensityMultiplier;
float volume = PlayerPrefs.GetFloat("Volume");
float pitch = Random.Range(MinPitch, MaxPitch);
_duration = TargetAudioSource.clip.length;
PlayAudioSource(TargetAudioSource, volume, pitch);

@ -89,7 +89,8 @@ namespace MoreMountains.Feedbacks
_randomClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
TargetAudioSource.clip = _randomClip;
}
float volume = Random.Range(MinVolume, MaxVolume) * intensityMultiplier;
float volume = PlayerPrefs.GetFloat("Volume");
//float volume = Random.Range(MinVolume, MaxVolume) * intensityMultiplier;
float pitch = Random.Range(MinPitch, MaxPitch);
_duration = TargetAudioSource.clip.length;
PlayAudioSource(TargetAudioSource, volume, pitch);

@ -68,7 +68,8 @@ namespace MoreMountains.Feedbacks
/// </summary>
protected override void GrabInitialValues()
{
_initialVolume = _targetAudioSource.volume;
//_initialVolume = _targetAudioSource.volume;
_initialVolume = PlayerPrefs.GetFloat("Volume");
}
/// <summary>
@ -133,7 +134,8 @@ namespace MoreMountains.Feedbacks
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_targetAudioSource.volume = _initialVolume;
//_targetAudioSource.volume = _initialVolume;
_targetAudioSource.volume = PlayerPrefs.GetFloat("Volume");
}
/// <summary>

@ -377,7 +377,8 @@ namespace MoreMountains.Feedbacks
audioSource.clip = sfx;
audioSource.timeSamples = timeSamples;
// we set the audio source volume to the one in parameters
audioSource.volume = volume;
//audioSource.volume = volume;
audioSource.volume = PlayerPrefs.GetFloat("Volume");
audioSource.pitch = pitch;
// we set our loop setting
audioSource.loop = false;

@ -367,7 +367,8 @@ namespace MoreMountains.Feedbacks
audioSource.clip = sfx;
audioSource.timeSamples = timeSamples;
// we set the audio source volume to the one in parameters
audioSource.volume = volume;
//audioSource.volume = volume;
audioSource.volume = PlayerPrefs.GetFloat("Volume");
audioSource.pitch = pitch;
audioSource.priority = priority;
// we set spatial settings

@ -269,7 +269,7 @@ namespace MoreMountains.Tools
}
}
if (audioGroup) { audioSource.outputAudioMixerGroup = audioGroup; }
audioSource.volume = volume;
audioSource.volume = PlayerPrefs.GetFloat("Volume");
// we start playing the sound
audioSource.Play();
@ -796,7 +796,7 @@ namespace MoreMountains.Tools
{
float elapsedTime = Time.unscaledTime - startedAt;
float newVolume = MMTween.Tween(elapsedTime, 0f, duration, initialVolume, finalVolume, tweenType);
source.volume = newVolume;
source.volume = PlayerPrefs.GetFloat("Volume");
yield return null;
}
source.volume = finalVolume;

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m_MethodName: Delayed_Starter
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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@ -69344,6 +69605,18 @@ MonoBehaviour:
m_StringArgument:
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- m_Target: {fileID: 726687769}
m_TargetAssemblyTypeName: AudioSourceController, Assembly-CSharp
m_MethodName: Start
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@ -10,6 +10,7 @@ using static D2D.Utilities.CommonGameplayFacade;
public class SquadComponent : GameStateMachineUser
{
public AudioSourceController audioSourceController;
public AudioSource MergeAudioSource;
[Header("Squad Settings")]
[SerializeField] private List<SquadMember> squadMembers;
@ -157,6 +158,7 @@ public class SquadComponent : GameStateMachineUser
}
public void EvolveMembers(SquadMember flyingMember, SquadMember staticMember = null)
{
audioSourceController.audioSourceGetter();
if (flyingMember.NextEvolution == null)
{
return;

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