浏览代码

Audio functionality

/main
Ciro Continisio 4 年前
当前提交
99c4ccb4
共有 27 个文件被更改,包括 671 次插入121 次删除
  1. 2
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  2. 53
      UOP1_Project/Assets/Scenes/Initialization.unity
  3. 47
      UOP1_Project/Assets/Scenes/Locations/Beach.unity
  4. 51
      UOP1_Project/Assets/Scenes/Locations/Forest.unity
  5. 34
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  6. 197
      UOP1_Project/Assets/Scenes/TestingGround.unity
  7. 3
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset
  8. 4
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms.asset
  9. 4
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms_Magic.asset
  10. 3
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs.meta
  11. 15
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs
  12. 7
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs.meta
  13. 2
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCueSO.cs
  14. 35
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs
  15. 6
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs.meta
  16. 34
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs
  17. 2
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs
  18. 4
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs.meta
  19. 85
      UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer
  20. 8
      UOP1_Project/Assets/Prefabs/Audio.meta
  21. 15
      UOP1_Project/Assets/ScriptableObjects/Audio/SoundEmitterFactory.asset
  22. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/SoundEmitterFactory.asset.meta
  23. 16
      UOP1_Project/Assets/ScriptableObjects/Audio/SoundEmitterPool.asset
  24. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/SoundEmitterPool.asset.meta
  25. 142
      UOP1_Project/Assets/Prefabs/Audio/SoundEmitter.prefab
  26. 7
      UOP1_Project/Assets/Prefabs/Audio/SoundEmitter.prefab.meta

2
UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab


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53
UOP1_Project/Assets/Scenes/Initialization.unity


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47
UOP1_Project/Assets/Scenes/Locations/Beach.unity
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查看文件

51
UOP1_Project/Assets/Scenes/Locations/Forest.unity


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34
UOP1_Project/Assets/Scenes/Menus/MainMenu.unity


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197
UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

3
UOP1_Project/Assets/ScriptableObjects/Audio/AudioConfigurations/DefaultConfiguration.asset


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4
UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_4_Mechanisms.asset


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3
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioConfigurationSO.cs.meta


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15
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs


/// </summary>
public class AudioCue : MonoBehaviour
{
[Header("Sound definition")]
[SerializeField] private bool _playOnAwake = false;
[Header("Configuration")]
private void Awake()
{
if (_playOnAwake)
PlayAudioCue();
}
private void OnTriggerEnter(Collider other)
{
PlayAudioCue();
}
public void PlayAudioCue()
{

7
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs.meta


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2
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCueSO.cs


break;
case SequenceMode.Sequential:
_nextClipToPlay = (int)Mathf.Repeat(_nextClipToPlay++, audioClips.Length);
_nextClipToPlay = (int)Mathf.Repeat(++_nextClipToPlay, audioClips.Length);
break;
}
}

35
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs


public class AudioManager : MonoBehaviour
{
[Tooltip("Amount of sound emitters created on Start")]
[SerializeField] private int _initialPoolSize = 1;
[SerializeField] private SoundEmitter _soundEmitterPrefab = default;
[Header("SoundEmitters pool")]
[SerializeField] private SoundEmitterFactorySO _factory;
[SerializeField] private SoundEmitterPoolSO _pool;
[Header("Listening on channels")]
[SerializeField] private AudioCueEventChannelSO _SFXEvent = default;
[SerializeField] private AudioCueEventChannelSO _SFXEventChannel = default;
[SerializeField] private AudioCueEventChannelSO _musicEvent = default;
private SoundEmitterFactorySO _factory;
private SoundEmitterPoolSO _pool;
[SerializeField] private AudioCueEventChannelSO _musicEventChannel = default;
InitPool();
_SFXEvent.OnAudioCueRequested += PlayAudioCue;
}
private void InitPool()
{
_factory = ScriptableObject.CreateInstance<SoundEmitterFactorySO>();
_factory.prefab = _soundEmitterPrefab;
_pool = ScriptableObject.CreateInstance<SoundEmitterPoolSO>();
_pool.name = "SoundEmitter Pool";
_pool.Factory = _factory;
_pool.InitialPoolSize = _initialPoolSize;
_SFXEventChannel.OnAudioCueRequested += PlayAudioCue;
}
public static bool SetGroupVolume(AudioMixerGroup group, float volume)

SoundEmitter soundEmitter = _pool.Request();
if (soundEmitter != null)
{
soundEmitter.PlaySound(clipsToPlay[i], settings, audioCue.looping, position);
if (audioCue.looping)
soundEmitter.PlayAudioClip(clipsToPlay[i], settings, audioCue.looping, position);
if(!audioCue.looping)
soundEmitter.OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
}
}

private void OnSoundEmitterFinishedPlaying(SoundEmitter soundEmitter)
{
soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
soundEmitter.StopSound();
soundEmitter.Stop();
Pool.Return(soundEmitter);
}

6
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs.meta


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34
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine.Audio;
using UOP1.Pool;
using System;
using UnityEngine.Events;
[RequireComponent(typeof(AudioSource))]

private float _lastUseTimestamp = 0;
public event UnityAction<SoundEmitter> OnSoundFinishedPlaying;

/// <param name="settings"></param>
/// <param name="hasToLoop"></param>
/// <param name="position"></param>
public void PlaySound(AudioClip clip, AudioConfigurationSO settings, bool hasToLoop, Vector3 position = default)
public void PlayAudioClip(AudioClip clip, AudioConfigurationSO settings, bool hasToLoop, Vector3 position = default)
{
_audioSource.clip = clip;
ApplySettings(_audioSource, settings);

source.ignoreListenerPause = settings.IgnoreListenerPause;
}
public void StopSound()
/// <summary>
/// Used when the game is unpaused, to pick up SFX from where they left.
/// </summary>
public void Resume()
_lastUseTimestamp = Time.realtimeSinceStartup;
_audioSource.Play();
}
/// <summary>
/// Used when the game is paused.
/// </summary>
public void Pause()
{
_audioSource.Pause();
}
/// <summary>
/// Used when the SFX finished playing. Called by the <c>AudioManager</c>.
/// </summary>
public void Stop() // Redundant?
{
_audioSource.Stop();
}

public bool IsLooping()
{
return _audioSource.loop;
}
public float LastUseTimestamp()
{
return _lastUseTimestamp;
}
IEnumerator FinishedPlaying(float clipLength)

2
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs


public override SoundEmitter Create()
{
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return Instantiate(prefab);
}
}

4
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs.meta


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UOP1_Project/Assets/Settings/Audio/DefaultAudioMixer.mixer


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