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CrowdControl/Assets/Feel/MMTools/Tools/MMAudio/MMSoundManager/Events/MMSoundManagerSoundPlayEven...

79 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace MoreMountains.Tools
{
/// <summary>
/// This event will let you play a sound on the MMSoundManager
///
/// Example : MMSoundManagerSoundPlayEvent.Trigger(ExplosionSfx, MMSoundManager.MMSoundManagerTracks.Sfx, this.transform.position);
/// will play a clip (here ours is called ExplosionSfx) on the SFX track, at the position of the object calling it
/// </summary>
public struct MMSoundManagerSoundPlayEvent
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
public delegate AudioSource Delegate(AudioClip clip, MMSoundManagerPlayOptions options);
static private event Delegate OnEvent;
static public void Register(Delegate callback)
{
OnEvent += callback;
}
static public void Unregister(Delegate callback)
{
OnEvent -= callback;
}
static public AudioSource Trigger(AudioClip clip, MMSoundManagerPlayOptions options)
{
return OnEvent?.Invoke(clip, options);
}
static public AudioSource Trigger(AudioClip audioClip, MMSoundManager.MMSoundManagerTracks mmSoundManagerTrack, Vector3 location,
bool loop = false, float volume = 1.0f, int ID = 0,
bool fade = false, float fadeInitialVolume = 0f, float fadeDuration = 1f, MMTweenType fadeTween = null,
bool persistent = false,
AudioSource recycleAudioSource = null, AudioMixerGroup audioGroup = null,
float pitch = 1f, float panStereo = 0f, float spatialBlend = 0.0f,
bool soloSingleTrack = false, bool soloAllTracks = false, bool autoUnSoloOnEnd = false,
bool bypassEffects = false, bool bypassListenerEffects = false, bool bypassReverbZones = false, int priority = 128, float reverbZoneMix = 1f,
float dopplerLevel = 1f, int spread = 0, AudioRolloffMode rolloffMode = AudioRolloffMode.Logarithmic, float minDistance = 1f, float maxDistance = 500f)
{
MMSoundManagerPlayOptions options = MMSoundManagerPlayOptions.Default;
options.MmSoundManagerTrack = mmSoundManagerTrack;
options.Location = location;
options.Loop = loop;
options.Volume = volume;
options.ID = ID;
options.Fade = fade;
options.FadeInitialVolume = fadeInitialVolume;
options.FadeDuration = fadeDuration;
options.FadeTween = fadeTween;
options.Persistent = persistent;
options.RecycleAudioSource = recycleAudioSource;
options.AudioGroup = audioGroup;
options.Pitch = pitch;
options.PanStereo = panStereo;
options.SpatialBlend = spatialBlend;
options.SoloSingleTrack = soloSingleTrack;
options.SoloAllTracks = soloAllTracks;
options.AutoUnSoloOnEnd = autoUnSoloOnEnd;
options.BypassEffects = bypassEffects;
options.BypassListenerEffects = bypassListenerEffects;
options.BypassReverbZones = bypassReverbZones;
options.Priority = priority;
options.ReverbZoneMix = reverbZoneMix;
options.DopplerLevel = dopplerLevel;
options.Spread = spread;
options.RolloffMode = rolloffMode;
options.MinDistance = minDistance;
options.MaxDistance = maxDistance;
return OnEvent?.Invoke(audioClip, options);
}
}
}