您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
226 行
6.5 KiB
226 行
6.5 KiB
using System.Collections;
|
|
using System.Linq;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Audio;
|
|
using System;
|
|
|
|
public class AudioManager : MonoBehaviour
|
|
{
|
|
[Header("SoundEmitters pool")]
|
|
[SerializeField] private SoundEmitterFactorySO _factory = default;
|
|
[SerializeField] private SoundEmitterPoolSO _pool = default;
|
|
[SerializeField] private int _initialSize = 10;
|
|
|
|
[Header("Listening on channels")]
|
|
[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play SFXs")]
|
|
[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;
|
|
|
|
|
|
[Header("Audio control")]
|
|
[SerializeField] private AudioMixer audioMixer = default;
|
|
[Range(0f, 1f)]
|
|
[SerializeField] private float _masterVolume = 1f;
|
|
[Range(0f, 1f)]
|
|
[SerializeField] private float _musicVolume = 1f;
|
|
[Range(0f, 1f)]
|
|
[SerializeField] private float _sfxVolume = 1f;
|
|
|
|
private SoundEmitterVault _soundEmitterVault;
|
|
private SoundEmitter _musicSoundEmitter;
|
|
|
|
private void Awake()
|
|
{
|
|
//TODO: Get the initial volume levels from the settings
|
|
_soundEmitterVault = new SoundEmitterVault();
|
|
|
|
_pool.Prewarm(_initialSize);
|
|
_pool.SetParent(this.transform);
|
|
}
|
|
|
|
private void OnEnable()
|
|
{
|
|
_SFXEventChannel.OnAudioCuePlayRequested += PlayAudioCue;
|
|
_SFXEventChannel.OnAudioCueStopRequested += StopAudioCue;
|
|
_SFXEventChannel.OnAudioCueFinishRequested += FinishAudioCue;
|
|
|
|
_musicEventChannel.OnAudioCuePlayRequested += PlayMusicTrack;
|
|
_musicEventChannel.OnAudioCueStopRequested += StopMusic;
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
_SFXEventChannel.OnAudioCuePlayRequested -= PlayAudioCue;
|
|
_SFXEventChannel.OnAudioCueStopRequested -= StopAudioCue;
|
|
_SFXEventChannel.OnAudioCueFinishRequested -= FinishAudioCue;
|
|
|
|
_musicEventChannel.OnAudioCuePlayRequested -= PlayMusicTrack;
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
bool volumeSet = audioMixer.SetFloat(parameterName, NormalizedToMixerValue(normalizedVolume));
|
|
if (!volumeSet)
|
|
Debug.LogError("The AudioMixer parameter was not found");
|
|
}
|
|
|
|
public float GetGroupVolume(string parameterName)
|
|
{
|
|
if (audioMixer.GetFloat(parameterName, out float rawVolume))
|
|
{
|
|
return MixerValueToNormalized(rawVolume);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError("The AudioMixer parameter was not found");
|
|
return 0f;
|
|
}
|
|
}
|
|
|
|
// Both MixerValueNormalized and NormalizedToMixerValue functions are used for easier transformations
|
|
/// when using UI sliders normalized format
|
|
private float MixerValueToNormalized(float mixerValue)
|
|
{
|
|
// We're assuming the range [-80dB to 0dB] becomes [0 to 1]
|
|
return 1f + (mixerValue / 80f);
|
|
}
|
|
private float NormalizedToMixerValue(float normalizedValue)
|
|
{
|
|
// We're assuming the range [0 to 1] becomes [-80dB to 0dB]
|
|
// This doesn't allow values over 0dB
|
|
return (normalizedValue - 1f) * 80f;
|
|
}
|
|
|
|
private AudioCueKey PlayMusicTrack(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace)
|
|
{
|
|
float fadeDuration = 2f;
|
|
float startTime = 0f;
|
|
|
|
if (_musicSoundEmitter != null && _musicSoundEmitter.IsPlaying())
|
|
{
|
|
AudioClip songToPlay = audioCue.GetClips()[0];
|
|
if (_musicSoundEmitter.GetClip() == songToPlay)
|
|
return AudioCueKey.Invalid;
|
|
|
|
//Music is already playing, need to fade it out
|
|
startTime = _musicSoundEmitter.FadeMusicOut(fadeDuration);
|
|
}
|
|
|
|
_musicSoundEmitter = _pool.Request();
|
|
_musicSoundEmitter.FadeMusicIn(audioCue.GetClips()[0], audioConfiguration, 1f, startTime);
|
|
_musicSoundEmitter.OnSoundFinishedPlaying += StopMusicEmitter;
|
|
|
|
return AudioCueKey.Invalid; //No need to return a valid key for music
|
|
}
|
|
|
|
private bool StopMusic(AudioCueKey key)
|
|
{
|
|
if (_musicSoundEmitter != null && _musicSoundEmitter.IsPlaying())
|
|
{
|
|
_musicSoundEmitter.Stop();
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays an AudioCue by requesting the appropriate number of SoundEmitters from the pool.
|
|
/// </summary>
|
|
public AudioCueKey PlayAudioCue(AudioCueSO audioCue, AudioConfigurationSO settings, Vector3 position = default)
|
|
{
|
|
AudioClip[] clipsToPlay = audioCue.GetClips();
|
|
SoundEmitter[] soundEmitterArray = new SoundEmitter[clipsToPlay.Length];
|
|
|
|
int nOfClips = clipsToPlay.Length;
|
|
for (int i = 0; i < nOfClips; i++)
|
|
{
|
|
soundEmitterArray[i] = _pool.Request();
|
|
if (soundEmitterArray[i] != null)
|
|
{
|
|
soundEmitterArray[i].PlayAudioClip(clipsToPlay[i], settings, audioCue.looping, position);
|
|
if (!audioCue.looping)
|
|
soundEmitterArray[i].OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
|
|
}
|
|
}
|
|
|
|
return _soundEmitterVault.Add(audioCue, soundEmitterArray);
|
|
}
|
|
|
|
public bool FinishAudioCue(AudioCueKey audioCueKey)
|
|
{
|
|
bool isFound = _soundEmitterVault.Get(audioCueKey, out SoundEmitter[] soundEmitters);
|
|
|
|
if (isFound)
|
|
{
|
|
for (int i = 0; i < soundEmitters.Length; i++)
|
|
{
|
|
soundEmitters[i].Finish();
|
|
soundEmitters[i].OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("Finishing an AudioCue was requested, but the AudioCue was not found.");
|
|
}
|
|
|
|
return isFound;
|
|
}
|
|
|
|
public bool StopAudioCue(AudioCueKey audioCueKey)
|
|
{
|
|
bool isFound = _soundEmitterVault.Get(audioCueKey, out SoundEmitter[] soundEmitters);
|
|
|
|
if (isFound)
|
|
{
|
|
for (int i = 0; i < soundEmitters.Length; i++)
|
|
{
|
|
StopAndCleanEmitter(soundEmitters[i]);
|
|
}
|
|
|
|
_soundEmitterVault.Remove(audioCueKey);
|
|
}
|
|
|
|
return isFound;
|
|
}
|
|
|
|
private void OnSoundEmitterFinishedPlaying(SoundEmitter soundEmitter)
|
|
{
|
|
StopAndCleanEmitter(soundEmitter);
|
|
}
|
|
|
|
private void StopAndCleanEmitter(SoundEmitter soundEmitter)
|
|
{
|
|
if (!soundEmitter.IsLooping())
|
|
soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
|
|
|
|
soundEmitter.Stop();
|
|
_pool.Return(soundEmitter);
|
|
|
|
//TODO: is the above enough?
|
|
//_soundEmitterVault.Remove(audioCueKey); is never called if StopAndClean is called after a Finish event
|
|
//How is the key removed from the vault?
|
|
}
|
|
|
|
private void StopMusicEmitter(SoundEmitter soundEmitter)
|
|
{
|
|
soundEmitter.OnSoundFinishedPlaying -= StopMusicEmitter;
|
|
_pool.Return(soundEmitter);
|
|
}
|
|
}
|