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AudioSystem functionality

/main
Ciro Continisio 4 年前
当前提交
826ef58b
共有 67 个文件被更改,包括 3119 次插入1204 次删除
  1. 8
      UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
  2. 7
      UOP1_Project/Assets/Scenes/Initialization.unity
  3. 227
      UOP1_Project/Assets/Scenes/TestingGround.unity
  4. 2
      UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGameEvent_Channel.asset
  5. 2
      UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent_Channel.asset
  6. 2
      UOP1_Project/Assets/ScriptableObjects/EventChannels/MusicEvent_Channel.asset
  7. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset
  8. 66
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs
  9. 67
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs
  10. 4
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs.meta
  11. 24
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs
  12. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventChannelSO.cs
  13. 2
      UOP1_Project/Assets/Scripts/Pool/ComponentPoolSO.cs
  14. 181
      UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer
  15. 2
      UOP1_Project/ProjectSettings/EditorBuildSettings.asset
  16. 5
      UOP1_Project/Assets/Scripts/Audio/AudioCue.cs
  17. 8
      UOP1_Project/Assets/Art/Temp.meta
  18. 1
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_8BitJump.wav
  19. 22
      UOP1_Project/Assets/Audio/Test_SFX/TestSFX_8BitJump.wav.meta
  20. 1001
      UOP1_Project/Assets/Cutscenes/AudioTests.playable
  21. 8
      UOP1_Project/Assets/Cutscenes/AudioTests.playable.meta
  22. 106
      UOP1_Project/Assets/Materials/Prototyping_Grey_Dynamic.mat
  23. 8
      UOP1_Project/Assets/Materials/Prototyping_Grey_Dynamic.mat.meta
  24. 1001
      UOP1_Project/Assets/Scenes/Examples/AudioExample.unity
  25. 7
      UOP1_Project/Assets/Scenes/Examples/AudioExample.unity.meta
  26. 33
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/2DSFX_Config.asset
  27. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/2DSFX_Config.asset.meta
  28. 33
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/3DSFX_Config.asset
  29. 33
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/3DSFX_LowPriority_Config.asset
  30. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/3DSFX_LowPriority_Config.asset.meta
  31. 33
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/Music_Config.asset
  32. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/Music_Config.asset.meta
  33. 33
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/WackySettings_TestConfig.asset
  34. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/WackySettings_TestConfig.asset.meta
  35. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music_8Bit.asset
  36. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music_8Bit.asset.meta
  37. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music_Mystery.asset
  38. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music_Mystery.asset.meta
  39. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_ChooChoo.asset
  40. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_ChooChoo.asset.meta
  41. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_Jump.asset
  42. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_Jump.asset.meta
  43. 8
      UOP1_Project/Assets/ScriptableObjects/EventChannels/MusicEvent_Channel.asset.meta
  44. 14
      UOP1_Project/Assets/ScriptableObjects/EventChannels/SFXEvent_Channel.asset
  45. 19
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayJumpSound.asset
  46. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayJumpSound.asset.meta
  47. 31
      UOP1_Project/Assets/Scripts/Audio/AudioConfigApplier.cs
  48. 11
      UOP1_Project/Assets/Scripts/Audio/AudioConfigApplier.cs.meta
  49. 20
      UOP1_Project/Assets/Scripts/Audio/AudioCueOnTriggerEnter.cs
  50. 11
      UOP1_Project/Assets/Scripts/Audio/AudioCueOnTriggerEnter.cs.meta
  51. 43
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/PlayAudioCueActionSO.cs
  52. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/PlayAudioCueActionSO.cs.meta
  53. 29
      UOP1_Project/Assets/Art/Temp/Gear.FBX
  54. 97
      UOP1_Project/Assets/Art/Temp/Gear.FBX.meta
  55. 912
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
  56. 7
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity.meta
  57. 33
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset
  58. 0
      /UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/3DSFX_Config.asset.meta
  59. 0
      /UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGameEvent_Channel.asset.meta
  60. 0
      /UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent_Channel.asset.meta
  61. 0
      /UOP1_Project/Assets/ScriptableObjects/EventChannels/SFXEvent_Channel.asset.meta
  62. 0
      /UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGameEvent_Channel.asset
  63. 0
      /UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent_Channel.asset
  64. 0
      /UOP1_Project/Assets/ScriptableObjects/EventChannels/MusicEvent_Channel.asset
  65. 0
      /UOP1_Project/Assets/Scripts/Audio/AudioCue.cs.meta
  66. 0
      /UOP1_Project/Assets/Scripts/Audio/AudioCue.cs

8
UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity


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7
UOP1_Project/Assets/Scenes/Initialization.unity


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_initialSize: 10
_musicEventChannel: {fileID: 0}
_musicEventChannel: {fileID: 11400000, guid: 51854f522e1d88442a90b878b27ea839, type: 2}
audioMixer: {fileID: 24100000, guid: 548a7f001ca6d3d4cb67c8edf84f62a3, type: 2}
_masterVolume: 1
_musicVolume: 1
_sfxVolume: 1
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227
UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

2
UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGameEvent_Channel.asset


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m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: ExitGame
m_Name: ExitGameEvent_Channel
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2
UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent_Channel.asset


m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 82df99cd4c7564d4ca44d50a1dce516b, type: 3}
m_Name: LoadLocationEvent
m_Name: LoadLocationEvent_Channel
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2
UOP1_Project/Assets/ScriptableObjects/EventChannels/MusicEvent_Channel.asset


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m_Script: {fileID: 11500000, guid: 273f9313082320e41a484f6faf242dab, type: 3}
m_Name: RegularSFX
m_Name: MusicEvent_Channel
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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset


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66
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs


public class AudioConfigurationSO : ScriptableObject
{
public AudioMixerGroup OutputAudioMixerGroup = null;
// Simplified management of priority levels (values are counterintuitive, see enum below)
[SerializeField] private PriorityLevel _priorityLevel = PriorityLevel.Standard;
[HideInInspector] public int Priority
{
get { return (int)_priorityLevel; }
set { _priorityLevel = (PriorityLevel)value; }
}
[Header("Sound properties")]
[Range(0f, 1f)] public float Volume = 1f;
[Range(-3f, 3f)] public float Pitch = 1f;
[Range(-1f, 1f)] public float PanStereo = 0f;
[Range(0f, 1.1f)] public float ReverbZoneMix = 1f;
[Header("Spatialisation")]
[Range(0f, 1f)] public float SpatialBlend = 1f;
public AudioRolloffMode RolloffMode = AudioRolloffMode.Logarithmic;
[Range(0.1f, 5f)] public float MinDistance = 0.1f;
[Range(5f, 100f)] public float MaxDistance = 50f;
[Range(0, 360)] public int Spread = 0;
[Range(0f, 5f)] public float DopplerLevel = 1f;
[Header("Ignores")]
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;
private enum PriorityLevel
{
Highest = 0,
High = 64,
Standard = 128,
Low = 194,
VeryLow = 256,
}
public void ApplyTo(AudioSource audioSource)
{
audioSource.outputAudioMixerGroup = this.OutputAudioMixerGroup;
audioSource.mute = this.Mute;
audioSource.bypassEffects = this.BypassEffects;
audioSource.bypassListenerEffects = this.BypassListenerEffects;
audioSource.bypassReverbZones = this.BypassReverbZones;
audioSource.priority = this.Priority;
audioSource.volume = this.Volume;
audioSource.pitch = this.Pitch;
audioSource.panStereo = this.PanStereo;
audioSource.spatialBlend = this.SpatialBlend;
audioSource.reverbZoneMix = this.ReverbZoneMix;
audioSource.dopplerLevel = this.DopplerLevel;
audioSource.spread = this.Spread;
audioSource.rolloffMode = this.RolloffMode;
audioSource.minDistance = this.MinDistance;
audioSource.maxDistance = this.MaxDistance;
audioSource.ignoreListenerVolume = this.IgnoreListenerVolume;
audioSource.ignoreListenerPause = this.IgnoreListenerPause;
}
}

67
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs


[SerializeField] private AudioCueEventChannelSO _SFXEventChannel = default;
[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play Music")]
[SerializeField] private AudioCueEventChannelSO _musicEventChannel = default;
public SoundEmitterPoolSO Pool { get { return _pool; } }
[Header("Audio control")]
[SerializeField] private AudioMixer audioMixer;
[Range(0f, 1f)]
[SerializeField] private float _masterVolume = 1f;
[Range(0f, 1f)]
[SerializeField] private float _musicVolume = 1f;
[Range(0f, 1f)]
[SerializeField] private float _sfxVolume = 1f;
//TODO: Get the initial volume levels from the settings
Pool.Prewarm(_initialSize);
_musicEventChannel.OnAudioCueRequested += PlayAudioCue; //TODO: Treat music requests differently?
_pool.Prewarm(_initialSize);
public static bool SetGroupVolume(AudioMixerGroup group, float volume)
/// <summary>
/// This is only used in the Editor, to debug volumes.
/// It is called when any of the variables is changed, and will directly change the value of the volumes on the AudioMixer.
/// </summary>
void OnValidate()
{
if(Application.isPlaying)
{
SetGroupVolume("MasterVolume", _masterVolume);
SetGroupVolume("MusicVolume", _musicVolume);
SetGroupVolume("SFXVolume", _sfxVolume);
}
}
public void SetGroupVolume(string parameterName, float normalizedVolume)
return group.audioMixer.SetFloat("Volume", NormalizedToMixerValue(volume));
bool volumeSet = audioMixer.SetFloat(parameterName, NormalizedToMixerValue(normalizedVolume));
if (!volumeSet)
Debug.LogError("The AudioMixer parameter was not found");
public static bool GetGroupVolume(AudioMixerGroup group, out float volume)
public float GetGroupVolume(string parameterName)
if (group.audioMixer.GetFloat("Volume", out float rawVolume))
if (audioMixer.GetFloat(parameterName, out float rawVolume))
{
return MixerValueToNormalized(rawVolume);
}
else
volume = MixerValueNormalized(rawVolume);
return true;
Debug.LogError("The AudioMixer parameter was not found");
return 0f;
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)
// Both MixerValueNormalized and NormalizedToMixerValue functions are used for easier transformations
/// when using UI sliders normalized format
private float MixerValueToNormalized(float mixerValue)
return (-(value - 80) / 80) - 1;
// We're assuming the range [-80dB to 0dB] becomes [0 to 1]
return 1f + (mixerValue / 80f);
private static float NormalizedToMixerValue(float normalizedValue)
private float NormalizedToMixerValue(float normalizedValue)
return -80 + (normalizedValue * 80);
// We're assuming the range [0 to 1] becomes [-80dB to 0dB]
// This doesn't allow values over 0dB
return (normalizedValue - 1f) * 80f;
}
/// <summary>

{
soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
soundEmitter.Stop();
Pool.Return(soundEmitter);
_pool.Return(soundEmitter);
}
//TODO: Add methods to play and cross-fade music, or to play individual sounds?

4
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs.meta


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24
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs


public void PlayAudioClip(AudioClip clip, AudioConfigurationSO settings, bool hasToLoop, Vector3 position = default)
{
_audioSource.clip = clip;
ApplySettings(_audioSource, settings);
settings.ApplyTo(_audioSource);
_audioSource.transform.position = position;
_audioSource.loop = hasToLoop;
_audioSource.Play();

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;
}
/// <summary>

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventChannelSO.cs


}
else
{
Debug.LogWarning("An AudioCue was requested, but nobody picked it up." +
Debug.LogWarning("An AudioCue was requested, but nobody picked it up. " +
"Check why there is no AudioManager already loaded, " +
"and make sure it's listening on this AudioCue Event channel.");
}

2
UOP1_Project/Assets/Scripts/Pool/ComponentPoolSO.cs


if (_poolRootObject == null)
{
_poolRootObject = new GameObject(name);
DontDestroyOnLoad(_poolRootObject);
//DontDestroyOnLoad(_poolRootObject);
}
return _poolRootObject;
}

181
UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer


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PlayAudioCue();
}
private void OnTriggerEnter(Collider other)
{
PlayAudioCue();
}
public void PlayAudioCue()
{
_audioCueEventChannel.RaiseEvent(_audioCue, _audioConfiguration, transform.position);

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UOP1_Project/Assets/Scripts/Audio/AudioConfigApplier.cs


using UnityEngine;
using System.Collections;
/// <summary>
/// Helper component, to quickly apply the settings from an <c>AudioConfigurationSO</c> SO to an <c>AudioSource</c>.
/// Useful to add a configuration to the AudioSource that a Timeline is pointing to.
/// </summary>
[RequireComponent(typeof(AudioSource))]
public class AudioConfigApplier : MonoBehaviour
{
public AudioConfigurationSO config;
private void OnValidate()
{
ConfigureAudioSource();
}
private void Start()
{
ConfigureAudioSource();
}
private void ConfigureAudioSource()
{
if (config != null)
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AudioSource audioSource = GetComponent<AudioSource>();
config.ApplyTo(audioSource);
}
}
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UOP1_Project/Assets/Scripts/Audio/AudioCueOnTriggerEnter.cs


using UnityEngine;
using System.Collections;
namespace Assets.Scripts.Audio
{
/// <summary>
/// Class to activate AudioCues when a GameObject (i.e. the Player) enters the trigger Collider on this same GameObject.
/// This component is mostly used for testing purposes.
/// </summary>
[RequireComponent(typeof(AudioCue))]
public class AudioCueOnTriggerEnter : MonoBehaviour
{
[SerializeField] private string _tagToDetect = "Player";
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.CompareTag(_tagToDetect))
GetComponent<AudioCue>().PlayAudioCue();
}
}
}

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UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/PlayAudioCueActionSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Actions/Play AudioCue")]
public class PlayAudioCueActionSO : StateActionSO
{
[SerializeField] private AudioCueSO _audioCue = default;
[SerializeField] private AudioCueEventChannelSO _audioCueEventChannel = default;
[SerializeField] private AudioConfigurationSO _audioConfiguration = default;
protected override StateAction CreateAction() => new PlayAudioCueAction(_audioCue, _audioCueEventChannel, _audioConfiguration);
}
public class PlayAudioCueAction : StateAction
{
private AudioCueEventChannelSO _audioCueEventChannel;
private AudioCueSO _audioCue;
private Transform _stateMachineTransform;
private AudioConfigurationSO _audioConfiguration;
public PlayAudioCueAction(AudioCueSO audioCue, AudioCueEventChannelSO audioCueEventChannel, AudioConfigurationSO audioConfiguration)
{
_audioCue = audioCue;
_audioCueEventChannel = audioCueEventChannel;
_audioConfiguration = audioConfiguration;
}
public override void Awake(StateMachine stateMachine)
{
_stateMachineTransform = stateMachine.transform;
}
public override void OnUpdate() { }
public override void OnStateEnter()
{
_audioCueEventChannel.RaiseEvent(_audioCue, _audioConfiguration, _stateMachineTransform.position);
}
}

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/UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset.meta → /UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/3DSFX_Config.asset.meta

/UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGame.asset.meta → /UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGameEvent_Channel.asset.meta

/UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent.asset.meta → /UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent_Channel.asset.meta

/UOP1_Project/Assets/ScriptableObjects/EventChannels/RegularSFX.asset.meta → /UOP1_Project/Assets/ScriptableObjects/EventChannels/SFXEvent_Channel.asset.meta

/UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGame.asset → /UOP1_Project/Assets/ScriptableObjects/EventChannels/ExitGameEvent_Channel.asset

/UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent.asset → /UOP1_Project/Assets/ScriptableObjects/EventChannels/LoadLocationEvent_Channel.asset

/UOP1_Project/Assets/ScriptableObjects/EventChannels/RegularSFX.asset → /UOP1_Project/Assets/ScriptableObjects/EventChannels/MusicEvent_Channel.asset

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

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

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