Firstborn/Assets/InfinityPBR/Demo Scripts/SFB_AudioManager.cs
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
2023-05-05 22:02:18 -05:00

162 lines
7.8 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SFB_AudioManager : MonoBehaviour {
public List<SFB_AudioClips> audioClips = new List<SFB_AudioClips>();
public List<SFB_AudioClips> audioLoops = new List<SFB_AudioClips>();
public bool pitchByTimescale = true; // Adjust pitch by timescale?
private AudioSource audioSource; // AudioSource component
private Animator animator; // Animator component
private bool pitchBySpeed = false; // Adjust pitch by speed?
private bool volumeBySpeed = false; // Adjust volume by speed?
private float pitchMin = 0.0f; // Minimum pitch
private float pitchMax = 1.0f; // Maximum pitch
private float desiredPitch = 1.0f; // Current desired pitch
private float volumeMin = 0.0f; // Minimum volume
private float volumeMax = 1.0f; // Maximum volume
private float volumeSpeed = 1.0f; // Speed modifier for volume changes
private float desiredMin = 0.0f; // The goal minimum volume
private float desiredMax = 1.0f; // The goal maximium volume
private bool loopPlaying = false; // Is a loop currently playing?
//private float minLoopVolume = 0.2f; // Minimum volume for loop adjusted by speed
//private float maxLoopVolume = 1.0f; // Maximum volume for loop adjusted by speed
[System.Serializable]
public class SFB_AudioClips{
public string name; // Name of the group
public AudioClip[] audioClips; // Array of clips to randomly choose from
public int chanceOfPlaying = 100; // Chance that this sound will play when triggered
public float volume = 1.0f; // Volume to play at
public bool volumeBySpeed = false; // Adjust volume by animation speed?
public float minVolume = 0.2f; // Minimum volume (used for adjustments)
public bool pitchBySpeed = false; // Adjust pitch by speed?
public float minPitch = 1.0f; // Minimum pitch
public float maxPitch = 1.0f; // Maximum pitch
}
void Start(){
if (!audioSource){ // If we haven't assigned this...
audioSource = GetComponent<AudioSource> (); // Cache the component
}
if (!animator){ // If we haven't assigned this...
animator = GetComponent<Animator>(); // Cache the component
}
}
void Update(){
UpdatePitch (); // Update Pitch method
if (audioSource.isPlaying) { // If the source is playing
UpdateVolume (); // Update volume method
}
}
// Updates the pitch during runtime
void UpdatePitch(){
if (pitchBySpeed) { // If we are adjusting pitchBySpeed
float pitchRangeNegative = 1.0f - pitchMin; // Compute negative range
float pitchRangePositive = pitchMax - 1.0f; // compute positive range
float locomotion = animator.GetFloat ("locomotion"); // Get the speed value
if (locomotion > 0.0f) { // If we are moving forward
desiredPitch = 1.0f + (pitchRangePositive * locomotion); // set pitch
} else if (locomotion < 0.0f) { // If we are moving backward
desiredPitch = 1.0f + (pitchRangeNegative * locomotion); // set pitch
} else { // Otherwise
desiredPitch = 1.0f; // default pitch
}
} else { // otherwise
desiredPitch = 1.0f; // Default pitch
}
audioSource.pitch = Mathf.MoveTowards (audioSource.pitch, desiredPitch, Time.deltaTime); // Adjust pitch over time
if (pitchByTimescale) { // If we are adjusting by time
audioSource.pitch = audioSource.pitch * Time.timeScale; // Adjust pitch by timescale
}
}
// Updates the volume during runtime
void UpdateVolume(){
if (volumeMin != desiredMin) { // If volumeMin isn't at desired
volumeMin = Mathf.MoveTowards (volumeMin, desiredMin, volumeSpeed * Time.deltaTime); // Move it closer to desired
}
if (volumeMax != desiredMax) { // If volumeMax isn't at desired
volumeMax = Mathf.MoveTowards (volumeMax, desiredMax, volumeSpeed * Time.deltaTime); // Move it closer to desired
}
audioSource.volume = volumeMax; // Set volume to maxVolume
if (volumeBySpeed) { // If volume is being set by speed
// Adjust volume to be between min and max based on locomotion float value from the animator
audioSource.volume = Mathf.Clamp (audioSource.volume * Mathf.Abs (animator.GetFloat ("locomotion")), volumeMin, volumeMax);
}
if (audioSource.volume == 0.0f) { // If the volume is 0
volumeBySpeed = false; // Set volumeBySpeed to false
audioSource.Stop (); // Stop playing the sound
}
}
// Will play an audioClip once
void PlayAudio(string name){
int index = AudioClipIndex (name); // Get the index of the named group
if (Random.Range (0, 100) >= (100 - audioClips [index].chanceOfPlaying)) { // Only if a random chance is positive
float volume = audioClips [index].volume; // grab the volume
// Get an audioClip randomly
AudioClip audioClip = audioClips [index].audioClips [Random.Range (0, audioClips [index].audioClips.Length)];
if (audioClips [index].volumeBySpeed) { // If we are adjusting volume by speed
// Clamp the volume
volume = Mathf.Clamp (volume * Mathf.Abs (animator.GetFloat ("locomotion")), audioClips [index].minVolume, audioClips [index].volume);
}
AudioSource.PlayClipAtPoint(audioClip, transform.position, volume); // Play the clip at point
}
}
// Call this to start the loop by name
public void StartLoop(string name){
if (!loopPlaying) { // If a loop isn't already playing
int index = AudioLoopIndex (name); // Get the index of the named loop
desiredMin = audioLoops [index].minVolume; // Set desired minimum
desiredMax = audioLoops [index].volume; // Set desired Max
//minLoopVolume = audioLoops [index].minVolume; // Set minimum volume
//maxLoopVolume = audioLoops [index].volume; // Set maximum volume
volumeBySpeed = audioLoops [index].volumeBySpeed; // Set volumeBySpeed
pitchBySpeed = audioLoops [index].pitchBySpeed; // Set pitchBySpeed
pitchMin = audioLoops [index].minPitch; // Set minimum pitch
pitchMax = audioLoops [index].maxPitch; // Set maximum pitch
// Choose a random audioClip from the list
AudioClip audioClip = audioLoops [index].audioClips [Random.Range (0, audioLoops [index].audioClips.Length)];
audioSource.clip = audioClip; // Set the clip in the AudioSource
audioSource.Play (); // Play the clip
loopPlaying = true; // Set loopPlaying true
}
}
// Call this to stop the loop (should fade out)
public void StopLoop(){
desiredMin = 0.0f; // Turn volume down
desiredMax = 0.0f; // Turn volume down
loopPlaying = false; // Set loop playing false
}
// Returns the Index of a named group
private int AudioClipIndex(string name){
for (int i = 0; i < audioClips.Count; i++){ // For each audioClips group
if (audioClips [i].name == name) { // If the name matches
return i; // Return index
}
}
Debug.LogError ("Did not find an audioClips[] entry named \"" + name + "\"."); // Send error to console
return 0; // return 0
}
// Returns the Index of a named group
private int AudioLoopIndex(string name){
for (int i = 0; i < audioLoops.Count; i++){ // For each audioClips group
if (audioLoops [i].name == name) { // If the name matches
return i; // Return index
}
}
Debug.LogError ("Did not find an audioLopos[] entry named \"" + name + "\"."); // Send error to console
return 0; // return 0
}
}