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Merge branch 'main' into big-merge

/main
Ciro Continisio 4 年前
当前提交
1ee5259e
共有 74 个文件被更改,包括 8388 次插入6 次删除
  1. 4
      UOP1_Project/Assets/Scripts/ClickToPlaceHelper.cs
  2. 14
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs
  3. 6
      UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.cs
  4. 8
      UOP1_Project/Assets/Audio.meta
  5. 142
      UOP1_Project/Assets/Prefabs/AudioManager.prefab
  6. 7
      UOP1_Project/Assets/Prefabs/AudioManager.prefab.meta
  7. 142
      UOP1_Project/Assets/Prefabs/SoundEmitter.prefab
  8. 7
      UOP1_Project/Assets/Prefabs/SoundEmitter.prefab.meta
  9. 8
      UOP1_Project/Assets/ScriptableObjects/Audio.meta
  10. 14
      UOP1_Project/Assets/ScriptableObjects/Events/RegularSFX.asset
  11. 8
      UOP1_Project/Assets/ScriptableObjects/Events/RegularSFX.asset.meta
  12. 8
      UOP1_Project/Assets/Scripts/Audio.meta
  13. 17
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventSO.cs
  14. 11
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventSO.cs.meta
  15. 8
      UOP1_Project/Assets/Scripts/Sound.meta
  16. 8
      UOP1_Project/Assets/Settings/Audio.meta
  17. 8
      UOP1_Project/Assets/Audio/Test_Music.meta
  18. 22
      UOP1_Project/Assets/Audio/Test_Music/TestSong_Mystery.mp3.meta
  19. 1001
      UOP1_Project/Assets/Audio/Test_Music/TestSong_Retro.mp3
  20. 22
      UOP1_Project/Assets/Audio/Test_Music/TestSong_Retro.mp3.meta
  21. 8
      UOP1_Project/Assets/Audio/Test_SFX.meta
  22. 1001
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_ChooChoo.wav
  23. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_ChooChoo.wav.meta
  24. 1001
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Flames_Loop.wav
  25. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Flames_Loop.wav.meta
  26. 1001
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Magic.wav
  27. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Magic.wav.meta
  28. 895
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism0.wav
  29. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism0.wav.meta
  30. 690
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism1.wav
  31. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism1.wav.meta
  32. 479
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism2.wav
  33. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism2.wav.meta
  34. 1001
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism3.wav
  35. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism3.wav.meta
  36. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations.meta
  37. 34
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset
  38. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset.meta
  39. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues.meta
  40. 22
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms.asset
  41. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms.asset.meta
  42. 25
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms_Magic.asset
  43. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms_Magic.asset.meta
  44. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_Fire_looping.asset
  45. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_Fire_looping.asset.meta
  46. 8
      UOP1_Project/Assets/Scripts/Audio/AudioData.meta
  47. 11
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs.meta
  48. 8
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters.meta
  49. 26
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs
  50. 11
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs.meta
  51. 19
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs
  52. 11
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs.meta
  53. 11
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCueSO.cs.meta
  54. 88
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCueSO.cs
  55. 94
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs
  56. 11
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs.meta
  57. 11
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs.meta
  58. 37
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterPoolSO.cs
  59. 11
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterPoolSO.cs.meta
  60. 100
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs
  61. 21
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs
  62. 65
      UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer
  63. 8
      UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer.meta

4
UOP1_Project/Assets/Scripts/ClickToPlaceHelper.cs


{
_spawnPosition = hit.point + Vector3.up * _verticalOffset;
if (currentGUIEvent.type == EventType.MouseMove)
{
HandleUtility.Repaint();
}
if (currentGUIEvent.type == EventType.MouseDown
&& currentGUIEvent.button == 0) // Wait for Left mouse button down
{

14
UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs


{
public class StateTransition : IStateComponent
{
private readonly State _targetState;
private readonly StateCondition[] _conditions;
private readonly int[] _resultGroups;
private readonly bool[] _results;
private State _targetState;
private StateCondition[] _conditions;
private int[] _resultGroups;
private bool[] _results;
internal StateTransition() { }
{
Init(targetState, conditions, resultGroups);
}
internal void Init(State targetState, StateCondition[] conditions, int[] resultGroups = null)
{
_targetState = targetState;
_conditions = conditions;

6
UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.cs


if (createdInstances.TryGetValue(this, out var obj))
return (StateTransition)obj;
var transition = new StateTransition();
createdInstances.Add(this, transition);
var transition = new StateTransition(state, conditions, resultGroups);
createdInstances.Add(this, transition);
transition.Init(state, conditions, resultGroups);
return transition;
}

8
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UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventSO.cs


using UnityEngine;
using System.Collections;
using UnityEngine.Events;
/// <summary>
/// Event on which <c>AudioCue</c> components send a message to play SFX and music. <c>AudioManager</c> listens on these events, and actually plays the sound.
/// </summary>
[CreateAssetMenu(menuName = "Game Event/Audio Cue")]
public class AudioCueEventSO : ScriptableObject
{
public UnityAction<AudioCueSO, AudioConfigurationSO, Vector3> eventRaised;
public void Raise(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace)
{
eventRaised.Invoke(audioCue, audioConfiguration, positionInSpace);
}
}

11
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UOP1_Project/Assets/Audio/Test_Music/TestSong_Retro.mp3
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查看文件

22
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UOP1_Project/Assets/Audio/Test_SFX/TestSFX_ChooChoo.wav
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22
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UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Flames_Loop.wav
文件差异内容过多而无法显示
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22
UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Flames_Loop.wav.meta


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userData:
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UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Magic.wav
文件差异内容过多而无法显示
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22
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UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism0.wav
文件差异内容过多而无法显示
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22
UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism0.wav.meta


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UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism2.wav
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UOP1_Project/Assets/Audio/Test_SFX/TestSFX_Mechanism3.wav
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UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset


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UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues.meta


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UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms.asset


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UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms_Magic.asset


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UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_Fire_looping.asset


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UOP1_Project/Assets/Scripts/Audio/AudioData.meta


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UOP1_Project/Assets/Scripts/Audio/AudioManager.cs.meta


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UOP1_Project/Assets/Scripts/Audio/SoundEmitters.meta


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UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs


using UnityEngine;
using UnityEngine.Audio;
//TODO: Check which settings we really need at this level
[CreateAssetMenu(menuName = "Audio/Audio Configuration")]
public class AudioConfigurationSO : ScriptableObject
{
public AudioMixerGroup OutputAudioMixerGroup = null;
public bool Mute = false;
public bool BypassEffects = false;
public bool BypassListenerEffects = false;
public bool BypassReverbZones = false;
public int Priority = 128;
public float Volume = 1f;
public float Pitch = 1f;
public float PanStereo = 0f;
public float SpatialBlend = 0f;
public float ReverbZoneMix = 1f;
public float DopplerLevel = 1f;
public float Spread = 0f;
public AudioRolloffMode RolloffMode = AudioRolloffMode.Logarithmic;
public float MinDistance = 1f;
public float MaxDistance = 500f;
public bool IgnoreListenerVolume = false;
public bool IgnoreListenerPause = false;
}

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UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Simple implementation of a MonoBehaviour that is able to request a sound being played by the <c>AudioManager</c>.
/// It fires an event on an <c>AudioCueEventSO</c> which acts as a channel, that the <c>AudioManager</c> will pick up and play.
/// </summary>
public class AudioCue : MonoBehaviour
{
[SerializeField] private AudioCueSO _audioCue = default;
[SerializeField] private AudioCueEventSO _audioCueEventChannel = default;
[SerializeField] private AudioConfigurationSO _audioConfiguration = default;
public void PlayAudioCue()
{
_audioCueEventChannel.Raise(_audioCue, _audioConfiguration, transform.position);
}
}

11
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs.meta


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UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCueSO.cs.meta


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88
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCueSO.cs


using System;
using UnityEngine;
/// <summary>
/// A collection of audio clips that are played in parallel, and support randomisation.
/// </summary>
[CreateAssetMenu(fileName = "newAudioCue", menuName = "Audio/Audio Cue")]
public class AudioCueSO : ScriptableObject
{
public bool looping = false;
[SerializeField] private AudioClipsGroup[] _audioClipGroups = default;
public AudioClip[] GetClips()
{
int numberOfClips = _audioClipGroups.Length;
AudioClip[] resultingClips = new AudioClip[numberOfClips];
for (int i = 0; i < numberOfClips; i++)
{
resultingClips[i] = _audioClipGroups[i].GetNextClip();
}
return resultingClips;
}
}
/// <summary>
/// Represents a group of AudioClips that can be treated as one, and provides automatic randomisation or sequencing based on the <c>SequenceMode</c> value.
/// </summary>
[Serializable]
public class AudioClipsGroup
{
public SequenceMode sequenceMode = SequenceMode.RandomNoImmediateRepeat;
public AudioClip[] audioClips;
private int _nextClipToPlay = -1;
private int _lastClipPlayed = -1;
/// <summary>
/// Chooses the next clip in the sequence, either following the order or randomly.
/// </summary>
/// <returns>A reference to an AudioClip</returns>
public AudioClip GetNextClip()
{
// Fast out if there is only one clip to play
if (audioClips.Length == 1)
return audioClips[0];
if (_nextClipToPlay == -1)
{
// Index needs to be initialised: 0 if Sequential, random if otherwise
_nextClipToPlay = (sequenceMode == SequenceMode.Sequential) ? 0 : UnityEngine.Random.Range(0, audioClips.Length);
}
else
{
// Select next clip index based on the appropriate SequenceMode
switch (sequenceMode)
{
case SequenceMode.Random:
_nextClipToPlay = UnityEngine.Random.Range(0, audioClips.Length);
break;
case SequenceMode.RandomNoImmediateRepeat:
do
{
_nextClipToPlay = UnityEngine.Random.Range(0, audioClips.Length);
} while (_nextClipToPlay == _lastClipPlayed);
break;
case SequenceMode.Sequential:
_nextClipToPlay = (int)Mathf.Repeat(_nextClipToPlay++, audioClips.Length);
break;
}
}
_lastClipPlayed = _nextClipToPlay;
return audioClips[_nextClipToPlay];
}
public enum SequenceMode
{
Random,
RandomNoImmediateRepeat,
Sequential,
}
}

94
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs


using System.Collections;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public class AudioManager : MonoBehaviour
{
[Tooltip("Amount of sound emitters created on Start")]
[SerializeField] private int _initialPoolSize = 1;
[SerializeField] private SoundEmitter _soundEmitterPrefab = default;
[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play SFXs")]
[SerializeField] private AudioCueEventSO _SFXEvent = default;
[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play Music")]
[SerializeField] private AudioCueEventSO _musicEvent = default;
private SoundEmitterFactorySO _factory;
private SoundEmitterPoolSO _pool;
public SoundEmitterPoolSO Pool { get { return _pool; } }
private void Awake()
{
InitPool();
_SFXEvent.eventRaised += PlayAudioCue;
}
private void InitPool()
{
_factory = ScriptableObject.CreateInstance<SoundEmitterFactorySO>();
_factory.Prefab = _soundEmitterPrefab;
_factory.Prefab.name = "SoundEmitter Factory";
_pool = ScriptableObject.CreateInstance<SoundEmitterPoolSO>();
_pool.name = "SoundEmitter Pool";
_pool.Factory = _factory;
_pool.InitialPoolSize = _initialPoolSize;
}
public static bool SetGroupVolume(AudioMixerGroup group, float volume)
{
return group.audioMixer.SetFloat("Volume", NormalizedToMixerValue(volume));
}
public static bool GetGroupVolume(AudioMixerGroup group, out float volume)
{
if (group.audioMixer.GetFloat("Volume", out float rawVolume))
{
volume = MixerValueNormalized(rawVolume);
return true;
}
volume = default;
return false;
}
// Both MixerValueNormalized and NormalizedToMixerValue functions are used for easier transformations when using UI sliders normalized format
private static float MixerValueNormalized(float value)
{
return (-(value - 80) / 80) - 1;
}
private static float NormalizedToMixerValue(float normalizedValue)
{
return -80 + (normalizedValue * 80);
}
/// <summary>
/// Plays an AudioCue by requesting the appropriate number of SoundEmitters from the pool.
/// </summary>
public void PlayAudioCue(AudioCueSO audioCue, AudioConfigurationSO settings, Vector3 position = default)
{
AudioClip[] clipsToPlay = audioCue.GetClips();
int nOfClips = clipsToPlay.Length;
for (int i = 0; i < nOfClips; i++)
{
SoundEmitter soundEmitter = _pool.Request();
if (soundEmitter != null)
{
soundEmitter.PlaySound(clipsToPlay[i], settings, audioCue.looping, position);
if (audioCue.looping)
soundEmitter.OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
}
}
//TODO: Save the SoundEmitters that were activated, to be able to stop them if needed
}
private void OnSoundEmitterFinishedPlaying(SoundEmitter soundEmitter)
{
soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
Pool.Return(soundEmitter);
}
//TODO: Add methods to play and cross-fade music, or to play individual sounds?
}

11
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UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs.meta


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37
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterPoolSO.cs


using UnityEngine;
using System.Linq;
using UOP1.Pool;
using UOP1.Factory;
[CreateAssetMenu(fileName = "NewSoundEmitterPool", menuName = "Pool/SoundEmitter Pool")]
public class SoundEmitterPoolSO : ComponentPoolSO<SoundEmitter>
{
[SerializeField]
private SoundEmitterFactorySO _factory;
[SerializeField]
private int _initialPoolSize;
public override IFactory<SoundEmitter> Factory
{
get
{
return _factory;
}
set
{
_factory = value as SoundEmitterFactorySO;
}
}
public override int InitialPoolSize
{
get
{
return _initialPoolSize;
}
set
{
_initialPoolSize = value;
}
}
}

11
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100
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UOP1.Pool;
using System;
using UnityEngine.Events;
[RequireComponent(typeof(AudioSource))]
public class SoundEmitter : MonoBehaviour, IPoolable
{
private AudioSource _audioSource;
private float _lastUseTimestamp = 0;
public event UnityAction<SoundEmitter> OnSoundFinishedPlaying;
private void Awake()
{
_audioSource = this.GetComponent<AudioSource>();
_audioSource.playOnAwake = false;
}
public void OnRequest() { }
public void OnReturn(Action onReturned)
{
StopSound();
}
/// <summary>
/// Instructs the AudioSource to play a single clip, with optional looping, in a position in 3D space.
/// </summary>
/// <param name="clip"></param>
/// <param name="settings"></param>
/// <param name="hasToLoop"></param>
/// <param name="position"></param>
public void PlaySound(AudioClip clip, AudioConfigurationSO settings, bool hasToLoop, Vector3 position = default)
{
_audioSource.clip = clip;
ApplySettings(_audioSource, settings);
_audioSource.transform.position = position;
_audioSource.loop = hasToLoop;
_audioSource.Play();
if (!hasToLoop)
{
StartCoroutine(FinishedPlaying(clip.length));
}
}
private void ApplySettings(AudioSource source, AudioConfigurationSO settings)
{
source.outputAudioMixerGroup = settings.OutputAudioMixerGroup;
source.mute = settings.Mute;
source.bypassEffects = settings.BypassEffects;
source.bypassListenerEffects = settings.BypassListenerEffects;
source.bypassReverbZones = settings.BypassReverbZones;
source.priority = settings.Priority;
source.volume = settings.Volume;
source.pitch = settings.Pitch;
source.panStereo = settings.PanStereo;
source.spatialBlend = settings.SpatialBlend;
source.reverbZoneMix = settings.ReverbZoneMix;
source.dopplerLevel = settings.DopplerLevel;
source.spread = settings.Spread;
source.rolloffMode = settings.RolloffMode;
source.minDistance = settings.MinDistance;
source.maxDistance = settings.MaxDistance;
source.ignoreListenerVolume = settings.IgnoreListenerVolume;
source.ignoreListenerPause = settings.IgnoreListenerPause;
}
public void StopSound()
{
_lastUseTimestamp = Time.realtimeSinceStartup;
_audioSource.Stop();
}
public bool IsInUse()
{
return _audioSource.isPlaying;
}
public bool IsLooping()
{
return _audioSource.loop;
}
public float LastUseTimestamp()
{
return _lastUseTimestamp;
}
IEnumerator FinishedPlaying(float clipLength)
{
yield return new WaitForSeconds(clipLength);
OnSoundFinishedPlaying.Invoke(this); // The AudioManager will pick this up
}
}

21
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs


using UnityEngine;
using UOP1.Factory;
[CreateAssetMenu(fileName = "NewSoundEmitterFactory", menuName = "Factory/SoundEmitter Factory")]
public class SoundEmitterFactorySO : ComponentFactorySO<SoundEmitter>
{
[SerializeField]
private SoundEmitter _prefab = default;
public override SoundEmitter Prefab
{
get
{
return _prefab;
}
set
{
_prefab = value;
}
}
}

65
UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer


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UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer.meta


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