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

106 lines
4.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// This class stores MMSoundManager settings and lets you tweak them from the MMSoundManagerSettingsSO's inspector
/// </summary>
[Serializable]
public class MMSoundManagerSettings
{
public const float _minimalVolume = 0.0001f;
public const float _maxVolume = 10f;
public const float _defaultVolume = 1f;
[Header("Audio Mixer Control")]
/// whether or not the settings described below should override the ones defined in the AudioMixer
[Tooltip("whether or not the settings described below should override the ones defined in the AudioMixer")]
public bool OverrideMixerSettings = true;
[Header("Audio Mixer Exposed Parameters")]
/// the name of the exposed MasterVolume parameter in the AudioMixer
[Tooltip("the name of the exposed MasterVolume parameter in the AudioMixer")]
public string MasterVolumeParameter = "MasterVolume";
/// the name of the exposed MusicVolume parameter in the AudioMixer
[Tooltip("the name of the exposed MusicVolume parameter in the AudioMixer")]
public string MusicVolumeParameter = "MusicVolume";
/// the name of the exposed SfxVolume parameter in the AudioMixer
[Tooltip("the name of the exposed SfxVolume parameter in the AudioMixer")]
public string SfxVolumeParameter = "SfxVolume";
/// the name of the exposed UIVolume parameter in the AudioMixer
[Tooltip("the name of the exposed UIVolume parameter in the AudioMixer")]
public string UIVolumeParameter = "UIVolume";
[Header("Master")]
/// the master volume
[Range(_minimalVolume,_maxVolume)]
[Tooltip("the master volume")]
[MMReadOnly]
public float MasterVolume = _defaultVolume;
/// whether the master track is active at the moment or not
[Tooltip("whether the master track is active at the moment or not")]
[MMReadOnly]
public bool MasterOn = true;
/// the volume of the master track before it was muted
[Tooltip("the volume of the master track before it was muted")]
[MMReadOnly]
public float MutedMasterVolume;
[Header("Music")]
/// the music volume
[Range(_minimalVolume,_maxVolume)]
[Tooltip("the music volume")]
[MMReadOnly]
public float MusicVolume = _defaultVolume;
/// whether the music track is active at the moment or not
[Tooltip("whether the music track is active at the moment or not")]
[MMReadOnly]
public bool MusicOn = true;
/// the volume of the music track before it was muted
[Tooltip("the volume of the music track before it was muted")]
[MMReadOnly]
public float MutedMusicVolume;
[Header("Sound Effects")]
/// the sound fx volume
[Range(_minimalVolume,_maxVolume)]
[Tooltip("the sound fx volume")]
[MMReadOnly]
public float SfxVolume = _defaultVolume;
/// whether the SFX track is active at the moment or not
[Tooltip("whether the SFX track is active at the moment or not")]
[MMReadOnly]
public bool SfxOn = true;
/// the volume of the SFX track before it was muted
[Tooltip("the volume of the SFX track before it was muted")]
[MMReadOnly]
public float MutedSfxVolume;
[Header("UI")]
/// the UI sounds volume
[Range(_minimalVolume,_maxVolume)]
[Tooltip("the UI sounds volume")]
[MMReadOnly]
public float UIVolume = _defaultVolume;
/// whether the UI track is active at the moment or not
[Tooltip("whether the UI track is active at the moment or not")]
[MMReadOnly]
public bool UIOn = true;
/// the volume of the UI track before it was muted
[Tooltip("the volume of the UI track before it was muted")]
[MMReadOnly]
public float MutedUIVolume;
[Header("Save & Load")]
/// whether or not the MMSoundManager should automatically load settings when starting
[Tooltip("whether or not the MMSoundManager should automatically load settings when starting")]
public bool AutoLoad = true;
/// whether or not each change in the settings should be automaticall saved. If not, you'll have to call a save MMSoundManager event for settings to be saved.
[Tooltip("whether or not each change in the settings should be automaticall saved. If not, you'll have to call a save MMSoundManager event for settings to be saved.")]
public bool AutoSave = false;
}
}