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204 lines
12 KiB
C#
204 lines
12 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Audio;
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using MoreMountains.Tools;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// A scriptable object used to store data for MMSoundManager play
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/// </summary>
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[Serializable]
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[CreateAssetMenu(menuName = "MoreMountains/Audio/MMF_SoundData")]
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public class MMF_MMSoundManagerSoundData : ScriptableObject
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{
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[Header("Sound")]
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/// the sound clip to play
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[Tooltip("the sound clip to play")]
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public AudioClip Sfx;
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[Header("Random Sound")]
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/// an array to pick a random sfx from
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[Tooltip("an array to pick a random sfx from")]
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public AudioClip[] RandomSfx;
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/// if this is true, random sfx audio clips will be played in sequential order instead of at random
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[Tooltip("if this is true, random sfx audio clips will be played in sequential order instead of at random")]
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public bool SequentialOrder = false;
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/// 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
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[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")]
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[MMFCondition("SequentialOrder", true)]
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public bool SequentialOrderHoldLast = false;
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/// 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
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[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")]
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[MMFCondition("SequentialOrderHoldLast", true)]
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public float SequentialOrderHoldCooldownDuration = 2f;
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/// 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
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[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")]
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public bool RandomUnique = false;
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[Header("Sound Properties")]
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[Header("Volume")]
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/// the minimum volume to play the sound at
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[Tooltip("the minimum volume to play the sound at")]
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[Range(0f,2f)]
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public float MinVolume = 1f;
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/// the maximum volume to play the sound at
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[Tooltip("the maximum volume to play the sound at")]
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[Range(0f,2f)]
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public float MaxVolume = 1f;
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[Header("Pitch")]
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/// the minimum pitch to play the sound at
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[Tooltip("the minimum pitch to play the sound at")]
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[Range(-3f,3f)]
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public float MinPitch = 1f;
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/// the maximum pitch to play the sound at
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[Tooltip("the maximum pitch to play the sound at")]
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[Range(-3f,3f)]
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public float MaxPitch = 1f;
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[Header("Time")]
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/// 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)
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[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)")]
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[MMFVector("Min", "Max")]
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public Vector2 PlaybackTime = new Vector2(0f, 0f);
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/// 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.
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[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.")]
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[MMVector("Min", "Max")]
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public Vector2 PlaybackDuration = new Vector2(0f, 0f);
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[Header("Sound Manager Options")]
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/// the track on which to play the sound. Pick the one that matches the nature of your sound
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[Tooltip("the track on which to play the sound. Pick the one that matches the nature of your sound")]
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public MMSoundManager.MMSoundManagerTracks MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Sfx;
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/// the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.
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[Tooltip("the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.")]
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public int ID = 0;
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/// 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.
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[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.")]
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public AudioMixerGroup AudioGroup = null;
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/// 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
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[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")]
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public AudioSource RecycleAudioSource = null;
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/// whether or not this sound should loop
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[Tooltip("whether or not this sound should loop")]
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public bool Loop = false;
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/// whether or not this sound should continue playing when transitioning to another scene
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[Tooltip("whether or not this sound should continue playing when transitioning to another scene")]
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public bool Persistent = false;
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/// whether or not this sound should play if the same sound clip is already playing
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[Tooltip("whether or not this sound should play if the same sound clip is already playing")]
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public bool DoNotPlayIfClipAlreadyPlaying = false;
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/// if this is true, this sound will stop playing when stopping the feedback
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[Tooltip("if this is true, this sound will stop playing when stopping the feedback")]
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public bool StopSoundOnFeedbackStop = false;
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[Header("Fade")]
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/// whether or not to fade this sound in when playing it
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[Tooltip("whether or not to fade this sound in when playing it")]
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public bool Fade = false;
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/// if fading, the volume at which to start the fade
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[Tooltip("if fading, the volume at which to start the fade")]
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[MMCondition("Fade", true)]
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public float FadeInitialVolume = 0f;
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/// if fading, the duration of the fade, in seconds
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[Tooltip("if fading, the duration of the fade, in seconds")]
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[MMCondition("Fade", true)]
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public float FadeDuration = 1f;
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/// if fading, the tween over which to fade the sound
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[Tooltip("if fading, the tween over which to fade the sound ")]
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[MMCondition("Fade", true)]
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public MMTweenType FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic);
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[Header("Solo")]
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/// 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
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[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")]
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public bool SoloSingleTrack = false;
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/// 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
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[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")]
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public bool SoloAllTracks = false;
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/// if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing
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[Tooltip("if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing")]
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public bool AutoUnSoloOnEnd = false;
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[Header("Spatial Settings")]
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/// Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
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[Tooltip("Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.")]
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[Range(-1f,1f)]
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public float PanStereo;
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/// 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.
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[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.")]
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[Range(0f,1f)]
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public float SpatialBlend;
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/// a Transform this sound can 'attach' to and follow it along as it plays
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[Tooltip("a Transform this sound can 'attach' to and follow it along as it plays")]
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public Transform AttachToTransform;
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[Header("Effects")]
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/// Bypass effects (Applied from filter components or global listener filters).
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[Tooltip("Bypass effects (Applied from filter components or global listener filters).")]
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public bool BypassEffects = false;
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/// 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.
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[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.")]
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public bool BypassListenerEffects = false;
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/// When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
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[Tooltip("When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.")]
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public bool BypassReverbZones = false;
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/// Sets the priority of the AudioSource.
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[Tooltip("Sets the priority of the AudioSource.")]
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[Range(0, 256)]
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public int Priority = 128;
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/// The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
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[Tooltip("The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.")]
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[Range(0f,1.1f)]
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public float ReverbZoneMix = 1f;
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[Header("3D Sound Settings")]
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/// Sets the Doppler scale for this AudioSource.
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[Tooltip("Sets the Doppler scale for this AudioSource.")]
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[Range(0f,5f)]
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public float DopplerLevel = 1f;
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/// Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
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[Tooltip("Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.")]
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[Range(0,360)]
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public int Spread = 0;
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/// Sets/Gets how the AudioSource attenuates over distance.
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[Tooltip("Sets/Gets how the AudioSource attenuates over distance.")]
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public AudioRolloffMode RolloffMode = AudioRolloffMode.Logarithmic;
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/// Within the Min distance the AudioSource will cease to grow louder in volume.
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[Tooltip("Within the Min distance the AudioSource will cease to grow louder in volume.")]
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public float MinDistance = 1f;
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/// (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
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[Tooltip("(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.")]
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public float MaxDistance = 500f;
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/// whether or not to use a custom curve for custom volume rolloff
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[Tooltip("whether or not to use a custom curve for custom volume rolloff")]
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public bool UseCustomRolloffCurve = false;
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/// the curve to use for custom volume rolloff if UseCustomRolloffCurve is true
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[Tooltip("the curve to use for custom volume rolloff if UseCustomRolloffCurve is true")]
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[MMCondition("UseCustomRolloffCurve", true)]
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public AnimationCurve CustomRolloffCurve;
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/// whether or not to use a custom curve for spatial blend
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[Tooltip("whether or not to use a custom curve for spatial blend")]
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public bool UseSpatialBlendCurve = false;
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/// the curve to use for custom spatial blend if UseSpatialBlendCurve is true
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[Tooltip("the curve to use for custom spatial blend if UseSpatialBlendCurve is true")]
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[MMCondition("UseSpatialBlendCurve", true)]
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public AnimationCurve SpatialBlendCurve;
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/// whether or not to use a custom curve for reverb zone mix
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[Tooltip("whether or not to use a custom curve for reverb zone mix")]
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public bool UseReverbZoneMixCurve = false;
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/// the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true
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[Tooltip("the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true")]
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[MMCondition("UseReverbZoneMixCurve", true)]
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public AnimationCurve ReverbZoneMixCurve;
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/// whether or not to use a custom curve for spread
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[Tooltip("whether or not to use a custom curve for spread")]
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public bool UseSpreadCurve = false;
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/// the curve to use for custom spread if UseSpreadCurve is true
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[Tooltip("the curve to use for custom spread if UseSpreadCurve is true")]
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[MMCondition("UseSpreadCurve", true)]
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public AnimationCurve SpreadCurve;
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}
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}
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