projectEli/Assets/NeoFPS/Core/Audio/NeoFpsAudioManager.cs

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2022-11-07 01:28:33 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace NeoFPS
{
[CreateAssetMenu(fileName = "FpsManager_Audio", menuName = "NeoFPS/Managers/Audio Manager", order = NeoFpsMenuPriorities.manager_audio)]
[HelpURL("https://docs.neofps.com/manual/audioref-so-neofpsaudiomanager.html")]
public class NeoFpsAudioManager : NeoFpsManager<NeoFpsAudioManager>
{
private RuntimeBehaviour m_ProxyBehaviour = null;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void LoadAudioManager()
{
GetInstance("FpsManager_Audio");
//s_ProxyBehaviour.InitialisePooledAudio();
}
protected override void Initialise()
{
m_ProxyBehaviour = GetBehaviourProxy<RuntimeBehaviour>();
}
[Header ("Mixer")]
[SerializeField, RequiredObjectProperty, Tooltip("The audio mixer for the project.")]
private AudioMixer m_Mixer = null;
[Header("Mixer Groups")]
[SerializeField, RequiredObjectProperty, Tooltip("The audio mixer group that controls the overall volume.")]
private AudioMixerGroup m_MasterGroup = null;
[SerializeField, RequiredObjectProperty, Tooltip("The audio mixer group used to control volumes and filters for spatial sound effects.")]
private AudioMixerGroup m_SpatialEffectsGroup = null;
[SerializeField, RequiredObjectProperty, Tooltip("The audio mixer group used to control volumes and filters for UI sound effects.")]
private AudioMixerGroup m_UiEffectsGroup = null;
[SerializeField, RequiredObjectProperty, Tooltip("The audio mixer group used to control volumes and filters for ambient sound effects and looping ambient audio.")]
private AudioMixerGroup m_AmbienceGroup = null;
[SerializeField, RequiredObjectProperty, Tooltip("The audio mixer group used to control volumes and filters for music.")]
private AudioMixerGroup m_MusicGroup = null;
[Header ("Mixer Parameters")]
[SerializeField, Tooltip("The name of the master volume parameter on the audio mixer.")]
private string m_MasterVolumeKey = "MasterVolume";
[SerializeField, Tooltip("The name of the volume parameter that controls sound effects volume.")]
private string m_EffectsVolumeKey = "EffectsVolume";
[SerializeField, Tooltip("The name of the volume parameter on the audio mixer for ambient loops and effects.")]
private string m_AmbienceVolumeKey = "AmbienceVolume";
[SerializeField, Tooltip("The name of the volume parameter on the audio mixer for the music audio.")]
private string m_MusicVolumeKey = "MusicVolume";
[Header("Pooled Sources")]
[SerializeField, Tooltip("The number of pooled audio sources for spatial sound effects.")]
private int m_NumSpatialEffectSources = 40;
[SerializeField, NeoPrefabField(required = true), Tooltip("An optional prefab for the spatial effects sources. If not provided then the objects will be created from scratch.")]
private AudioSource m_SpatialSourcePrefab = null;
[SerializeField, Tooltip("The number of pooled audio sources for ambient sound effects.")]
private int m_NumAmbienceOneShotSources = 5;
[SerializeField, NeoPrefabField(required = true), Tooltip("An optional prefab for the ambience effects sources. If not provided then the objects will be created from scratch.")]
private AudioSource m_AmbienceSourcePrefab = null;
private static int s_CurrentSpatialEffectSourceIndex = -1;
private static int s_CurrentAmbienceOneShotSourceIndex = -1;
public static AudioMixerGroup masterGroup
{
get { return instance.m_MasterGroup; }
}
public static AudioMixerGroup spatialEffectsGroup
{
get { return instance.m_SpatialEffectsGroup; }
}
public static AudioMixerGroup uiEffectsGroup
{
get { return instance.m_UiEffectsGroup; }
}
public static AudioMixerGroup ambienceGroup
{
get { return instance.m_AmbienceGroup; }
}
public static AudioMixerGroup musicGroup
{
get { return instance.m_MusicGroup; }
}
void SetMasterVolume(float v)
{
if (v < 0.001)
m_Mixer.SetFloat(m_MasterVolumeKey, -80f);
else
m_Mixer.SetFloat(m_MasterVolumeKey, Mathf.Log10(v) * 20f);
}
void SetEffectsVolume(float v)
{
if (v < 0.001)
m_Mixer.SetFloat(m_EffectsVolumeKey, -80f);
else
m_Mixer.SetFloat(m_EffectsVolumeKey, Mathf.Log10(v) * 20f);
}
void SetAmbienceVolume(float v)
{
if (v < 0.001)
m_Mixer.SetFloat(m_AmbienceVolumeKey, -80f);
else
m_Mixer.SetFloat(m_AmbienceVolumeKey, Mathf.Log10(v) * 20f);
}
void SetMusicVolume(float v)
{
if (v < 0.001)
m_Mixer.SetFloat(m_MusicVolumeKey, -80f);
else
m_Mixer.SetFloat(m_MusicVolumeKey, Mathf.Log10(v) * 20f);
}
void OnValidate()
{
if (m_NumSpatialEffectSources < 1)
m_NumSpatialEffectSources = 1;
if (m_NumAmbienceOneShotSources < 0)
m_NumAmbienceOneShotSources = 0;
}
public override bool IsValid()
{
return m_Mixer != null &&
m_MasterGroup != null &&
m_SpatialEffectsGroup != null &&
m_AmbienceGroup != null &&
m_MusicGroup != null &&
!string.IsNullOrEmpty(m_MasterVolumeKey) &&
!string.IsNullOrEmpty(m_EffectsVolumeKey) &&
!string.IsNullOrEmpty(m_AmbienceVolumeKey) &&
!string.IsNullOrEmpty(m_MusicVolumeKey);
}
class RuntimeBehaviour : MonoBehaviour
{
IEnumerator Start()
{
yield return new WaitForSecondsRealtime(0.1f);
// Set volumes
instance.SetMasterVolume(FpsSettings.audio.masterVolume);
instance.SetEffectsVolume(FpsSettings.audio.effectsVolume);
instance.SetAmbienceVolume(FpsSettings.audio.ambienceVolume);
instance.SetMusicVolume(FpsSettings.audio.musicVolume);
// Attach listeners
FpsSettings.audio.onMasterVolumeChanged += instance.SetMasterVolume;
FpsSettings.audio.onEffectsVolumeChanged += instance.SetEffectsVolume;
FpsSettings.audio.onAmbienceVolumeChanged += instance.SetAmbienceVolume;
FpsSettings.audio.onMusicVolumeChanged += instance.SetMusicVolume;
}
void Awake()
{
// Create audio sources root
var root = new GameObject("AudioManagerSources").transform;
root.SetParent(transform);
// Create spatial effects source
if (instance.m_NumSpatialEffectSources > 0)
{
// Allocate list
int count = instance.m_NumSpatialEffectSources;
spatialEffectsSources = new List<AudioSource>(instance.m_NumSpatialEffectSources);
AudioSource prototype = instance.m_SpatialSourcePrefab;
if (prototype == null)
{
// Create the prototype
var sourceGO = new GameObject("SpatialEffectsSource (1)");
sourceGO.transform.SetParent(root);
prototype = sourceGO.AddComponent<AudioSource>();
prototype.outputAudioMixerGroup = spatialEffectsGroup;
prototype.playOnAwake = false;
prototype.bypassListenerEffects = false;
prototype.bypassReverbZones = false;
prototype.bypassEffects = false;
prototype.loop = false;
prototype.spatialBlend = 1f;
spatialEffectsSources.Add(prototype);
--count;
}
// Duplicate
for (int i = 0; i < count; ++i)
{
var duplicate = Instantiate(prototype);
duplicate.transform.SetParent(root);
spatialEffectsSources.Add(duplicate);
}
}
// Create Ambience one-shot sources
if (instance.m_NumAmbienceOneShotSources > 0)
{
// Allocate list
int count = instance.m_NumAmbienceOneShotSources;
ambienceSources = new List<AudioSource>(instance.m_NumAmbienceOneShotSources);
AudioSource prototype = instance.m_AmbienceSourcePrefab;
if (prototype == null)
{
var sourceGO = new GameObject("AmbienceOneShotSource (1)");
sourceGO.transform.SetParent(root);
prototype = sourceGO.AddComponent<AudioSource>();
prototype.outputAudioMixerGroup = ambienceGroup;
prototype.playOnAwake = false;
prototype.bypassListenerEffects = false;
prototype.bypassReverbZones = false;
prototype.bypassEffects = false;
prototype.loop = false;
prototype.spatialBlend = 1f;
ambienceSources.Add(prototype);
--count;
}
// Duplicate
for (int i = 0; i < count; ++i)
{
var duplicate = Instantiate(prototype);
duplicate.transform.SetParent(root);
ambienceSources.Add(duplicate);
}
}
}
public List<AudioSource> spatialEffectsSources
{
get;
private set;
}
public List<AudioSource> ambienceSources
{
get;
private set;
}
}
protected override void OnDestroy()
{
base.OnDestroy();
if (m_ProxyBehaviour != null)
{
Destroy(m_ProxyBehaviour);
m_ProxyBehaviour = null;
}
}
public static void PlayEffectAudioAtPosition(AudioClip clip, Vector3 position, float volume = 1f)
{
// Check sources exist
var sourceList = instance.m_ProxyBehaviour.spatialEffectsSources;
if (sourceList == null)
return;
// Get the index (looping)
if (++s_CurrentSpatialEffectSourceIndex == sourceList.Count)
s_CurrentSpatialEffectSourceIndex = 0;
// Position and play
var source = sourceList[s_CurrentSpatialEffectSourceIndex];
source.transform.position = position;
source.PlayOneShot(clip, volume);
}
public static void PlayAmbienceAudioAtPosition(AudioClip clip, Vector3 position, float volume = 1f)
{
// Check sources exist
var sourceList = instance.m_ProxyBehaviour.ambienceSources;
if (sourceList == null)
return;
// Get the index (looping)
if (++s_CurrentAmbienceOneShotSourceIndex == sourceList.Count)
s_CurrentAmbienceOneShotSourceIndex = 0;
// Position and play
var source = sourceList[s_CurrentAmbienceOneShotSourceIndex];
source.transform.position = position;
source.PlayOneShot(clip, volume);
}
}
}