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