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61 行
1.6 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public enum SoundMixerGroup
{
Music,
SFX,
Menu,
_Count
}
[CreateAssetMenu(fileName = "Sound", menuName = "FPS Sample/Audio/SoundDef", order = 10000)]
public class SoundDef : ScriptableObject
{
public List<AudioClip> clips;
[Range(-60.0f,0.0f)]
public float volume = -6.0f;
// public float gain = -60.0f; // could be a lower floor on rolloff func
[Range(0.1f,100.0f)]
public float distMin = 1.5f;
[Range(0.1f,100.0f)]
public float distMax = 30.0f;
[Range(-20,20.0f)]
public float pitchMin = 0.0f;
[Range(-20,20.0f)]
public float pitchMax = 0.0f;
[Range(0,10)]
public int loopCount = 1;
[Range(0,10.0f)]
public float delayMin = 0.0f;
[Range(0,10.0f)]
public float delayMax = 0.0f;
[Range(1,20)]
public int repeatMin = 1;
[Range(1,20)]
public int repeatMax = 1;
public SoundMixerGroup soundGroup;
[Range(0.0f,1.0f)]
public float spatialBlend = 1.0f;
[Range(-1.0f,1.0f)]
public float panMin = 0.0f;
[Range(-1.0f,1.0f)]
public float panMax = 0.0f;
public AudioRolloffMode rolloffMode = AudioRolloffMode.Linear;
public void OnValidate()
{
if (distMin > distMax)
distMin = distMax;
if (pitchMin > pitchMax)
pitchMin = pitchMax;
if (delayMin > delayMax)
delayMin = delayMax;
if (repeatMin > repeatMax)
repeatMin = repeatMax;
if (panMin > panMax)
panMin = panMax;
}
}