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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_MMSoundManagerSoundData.cs

204 lines
12 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Audio;
using MoreMountains.Tools;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// A scriptable object used to store data for MMSoundManager play
/// </summary>
[Serializable]
[CreateAssetMenu(menuName = "MoreMountains/Audio/MMF_SoundData")]
public class MMF_MMSoundManagerSoundData : ScriptableObject
{
[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;
/// if this is true, random sfx audio clips will be played in sequential order instead of at random
[Tooltip("if this is true, random sfx audio clips will be played in sequential order instead of at random")]
public bool SequentialOrder = false;
/// if we're in sequential order, determines whether or not to hold at the last index, until either a cooldown is met, or the ResetSequentialIndex method is called
[Tooltip("if we're in sequential order, determines whether or not to hold at the last index, until either a cooldown is met, or the ResetSequentialIndex method is called")]
[MMFCondition("SequentialOrder", true)]
public bool SequentialOrderHoldLast = false;
/// if we're in sequential order hold last mode, index will reset to 0 automatically after this duration, unless it's 0, in which case it'll be ignored
[Tooltip("if we're in sequential order hold last mode, index will reset to 0 automatically after this duration, unless it's 0, in which case it'll be ignored")]
[MMFCondition("SequentialOrderHoldLast", true)]
public float SequentialOrderHoldCooldownDuration = 2f;
/// if this is true, sfx will be picked at random until all have been played. once this happens, the list is shuffled again, and it starts over
[Tooltip("if this is true, sfx will be picked at random until all have been played. once this happens, the list is shuffled again, and it starts over")]
public bool RandomUnique = false;
[Header("Sound Properties")]
[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("Time")]
/// a timestamp (in seconds, randomized between the defined min and max) at which the sound will start playing, equivalent to the Audiosource API's Time)
[Tooltip("a timestamp (in seconds, randomized between the defined min and max) at which the sound will start playing, equivalent to the Audiosource API's Time)")]
[MMFVector("Min", "Max")]
public Vector2 PlaybackTime = new Vector2(0f, 0f);
/// a duration (in seconds, randomized between the defined min and max) for which the sound will play before stopping. Ignored if min and max are zero.
[Tooltip("a duration (in seconds, randomized between the defined min and max) for which the sound will play before stopping. Ignored if min and max are zero.")]
[MMVector("Min", "Max")]
public Vector2 PlaybackDuration = new Vector2(0f, 0f);
[Header("Sound Manager 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;
[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;
/// a Transform this sound can 'attach' to and follow it along as it plays
[Tooltip("a Transform this sound can 'attach' to and follow it along as it plays")]
public Transform AttachToTransform;
[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;
/// whether or not to use a custom curve for custom volume rolloff
[Tooltip("whether or not to use a custom curve for custom volume rolloff")]
public bool UseCustomRolloffCurve = false;
/// the curve to use for custom volume rolloff if UseCustomRolloffCurve is true
[Tooltip("the curve to use for custom volume rolloff if UseCustomRolloffCurve is true")]
[MMCondition("UseCustomRolloffCurve", true)]
public AnimationCurve CustomRolloffCurve;
/// whether or not to use a custom curve for spatial blend
[Tooltip("whether or not to use a custom curve for spatial blend")]
public bool UseSpatialBlendCurve = false;
/// the curve to use for custom spatial blend if UseSpatialBlendCurve is true
[Tooltip("the curve to use for custom spatial blend if UseSpatialBlendCurve is true")]
[MMCondition("UseSpatialBlendCurve", true)]
public AnimationCurve SpatialBlendCurve;
/// whether or not to use a custom curve for reverb zone mix
[Tooltip("whether or not to use a custom curve for reverb zone mix")]
public bool UseReverbZoneMixCurve = false;
/// the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true
[Tooltip("the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true")]
[MMCondition("UseReverbZoneMixCurve", true)]
public AnimationCurve ReverbZoneMixCurve;
/// whether or not to use a custom curve for spread
[Tooltip("whether or not to use a custom curve for spread")]
public bool UseSpreadCurve = false;
/// the curve to use for custom spread if UseSpreadCurve is true
[Tooltip("the curve to use for custom spread if UseSpreadCurve is true")]
[MMCondition("UseSpreadCurve", true)]
public AnimationCurve SpreadCurve;
}
}