SamsonGame/Assets/Sources/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMFeedbackSound.cs

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2021-12-29 20:50:11 +03:00
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using MoreMountains.Tools;
namespace MoreMountains.Feedbacks
{
[ExecuteAlways]
[AddComponentMenu("")]
[FeedbackPath("Audio/Sound")]
[FeedbackHelp("This feedback lets you play the specified AudioClip, either via event (you'll need something to catch a MMSfxEvent, that's not included in this package, but that's how it's done in the Corgi Engine and TopDown Engine), or cached (AudioSource gets created on init, and is then ready to be played), or on demand (instantiated on Play). For all these methods you can define a random volume between min/max boundaries (just set the same value in both fields if you don't want randomness), random pitch, and an optional AudioMixerGroup.")]
public class MMFeedbackSound : MMFeedback
{
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.SoundsColor; } }
#endif
/// <summary>
/// The possible methods to play the sound with.
/// Event : sends a MMSfxEvent, you'll need a class to catch this event and play the sound
/// Cached : creates and stores an audiosource to play the sound with, parented to the owner
/// OnDemand : creates an audiosource and destroys it everytime you want to play the sound
/// </summary>
public enum PlayMethods { Event, Cached, OnDemand, Pool }
[Header("Sound")]
/// the sound clip to play
[Tooltip("the sound clip to play")]
public AudioClip Sfx;
[Header("Random Sound")]
/// an array to pick a random sfx from
[Tooltip("an array to pick a random sfx from")]
public AudioClip[] RandomSfx;
[Header("Test")]
[MMFInspectorButton("TestPlaySound")]
public bool TestButton;
[MMFInspectorButton("TestStopSound")]
public bool TestStopButton;
[Header("Method")]
/// the play method to use when playing the sound (event, cached or on demand)
[Tooltip("the play method to use when playing the sound (event, cached or on demand)")]
public PlayMethods PlayMethod = PlayMethods.Event;
/// the size of the pool when in Pool mode
[Tooltip("the size of the pool when in Pool mode")]
[MMFEnumCondition("PlayMethod", (int)PlayMethods.Pool)]
public int PoolSize = 10;
[Header("Volume")]
/// the minimum volume to play the sound at
[Tooltip("the minimum volume to play the sound at")]
public float MinVolume = 1f;
/// the maximum volume to play the sound at
[Tooltip("the maximum volume to play the sound at")]
public float MaxVolume = 1f;
[Header("Pitch")]
/// the minimum pitch to play the sound at
[Tooltip("the minimum pitch to play the sound at")]
public float MinPitch = 1f;
/// the maximum pitch to play the sound at
[Tooltip("the maximum pitch to play the sound at")]
public float MaxPitch = 1f;
[Header("Mixer")]
/// the audiomixer to play the sound with (optional)
[Tooltip("the audiomixer to play the sound with (optional)")]
public AudioMixerGroup SfxAudioMixerGroup;
/// the duration of this feedback is the duration of the clip being played
public override float FeedbackDuration { get { return GetDuration(); } }
protected AudioClip _randomClip;
protected AudioSource _cachedAudioSource;
protected AudioSource[] _pool;
protected AudioSource _tempAudioSource;
protected float _duration;
protected AudioSource _editorAudioSource;
/// <summary>
/// Custom init to cache the audiosource if required
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(GameObject owner)
{
base.CustomInitialization(owner);
if (PlayMethod == PlayMethods.Cached)
{
_cachedAudioSource = CreateAudioSource(owner, "CachedFeedbackAudioSource");
}
if (PlayMethod == PlayMethods.Pool)
{
// create a pool
_pool = new AudioSource[PoolSize];
for (int i = 0; i < PoolSize; i++)
{
_pool[i] = CreateAudioSource(owner, "PooledAudioSource"+i);
}
}
}
protected virtual AudioSource CreateAudioSource(GameObject owner, string audioSourceName)
{
// we create a temporary game object to host our audio source
GameObject temporaryAudioHost = new GameObject(audioSourceName);
// we set the temp audio's position
temporaryAudioHost.transform.position = owner.transform.position;
temporaryAudioHost.transform.SetParent(owner.transform);
// we add an audio source to that host
_tempAudioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
_tempAudioSource.playOnAwake = false;
return _tempAudioSource;
}
/// <summary>
/// Plays either a random sound or the specified sfx
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
if (Active)
{
if (Sfx != null)
{
_duration = Sfx.length;
PlaySound(Sfx, position, intensityMultiplier);
return;
}
if (RandomSfx.Length > 0)
{
_randomClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
if (_randomClip != null)
{
_duration = _randomClip.length;
PlaySound(_randomClip, position, intensityMultiplier);
}
}
}
}
protected virtual float GetDuration()
{
if (Sfx != null)
{
return Sfx.length;
}
float longest = 0f;
if ((RandomSfx != null) && (RandomSfx.Length > 0))
{
foreach (AudioClip clip in RandomSfx)
{
if ((clip != null) && (clip.length > longest))
{
longest = clip.length;
}
}
return longest;
}
return 0f;
}
/// <summary>
/// Plays a sound differently based on the selected play method
/// </summary>
/// <param name="sfx"></param>
/// <param name="position"></param>
protected virtual void PlaySound(AudioClip sfx, Vector3 position, float intensity)
{
float volume = Random.Range(MinVolume, MaxVolume);
if (!Timing.ConstantIntensity)
{
volume = volume * intensity;
}
float pitch = Random.Range(MinPitch, MaxPitch);
int timeSamples = NormalPlayDirection ? 0 : sfx.samples - 1;
if (!NormalPlayDirection)
{
pitch = -pitch;
}
if (PlayMethod == PlayMethods.Event)
{
MMSfxEvent.Trigger(sfx, SfxAudioMixerGroup, volume, pitch);
return;
}
if (PlayMethod == PlayMethods.OnDemand)
{
// we create a temporary game object to host our audio source
GameObject temporaryAudioHost = new GameObject("TempAudio");
// we set the temp audio's position
temporaryAudioHost.transform.position = position;
// we add an audio source to that host
AudioSource audioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
PlayAudioSource(audioSource, sfx, volume, pitch, timeSamples, SfxAudioMixerGroup);
// we destroy the host after the clip has played
Destroy(temporaryAudioHost, sfx.length);
}
if (PlayMethod == PlayMethods.Cached)
{
// we set that audio source clip to the one in paramaters
PlayAudioSource(_cachedAudioSource, sfx, volume, pitch, timeSamples, SfxAudioMixerGroup);
}
if (PlayMethod == PlayMethods.Pool)
{
_tempAudioSource = GetAudioSourceFromPool();
if (_tempAudioSource != null)
{
PlayAudioSource(_tempAudioSource, sfx, volume, pitch, timeSamples, SfxAudioMixerGroup);
}
}
}
/// <summary>
/// Plays the audio source with the specified volume and pitch
/// </summary>
/// <param name="audioSource"></param>
/// <param name="sfx"></param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
protected virtual void PlayAudioSource(AudioSource audioSource, AudioClip sfx, float volume, float pitch, int timeSamples, AudioMixerGroup audioMixerGroup = null)
{
// we set that audio source clip to the one in paramaters
audioSource.clip = sfx;
audioSource.timeSamples = timeSamples;
// we set the audio source volume to the one in parameters
audioSource.volume = volume;
audioSource.pitch = pitch;
// we set our loop setting
audioSource.loop = false;
if (audioMixerGroup != null)
{
audioSource.outputAudioMixerGroup = audioMixerGroup;
}
// we start playing the sound
audioSource.Play();
}
/// <summary>
/// Gets an audio source from the pool if possible
/// </summary>
/// <returns></returns>
protected virtual AudioSource GetAudioSourceFromPool()
{
for (int i = 0; i < PoolSize; i++)
{
if (!_pool[i].isPlaying)
{
return _pool[i];
}
}
return null;
}
/// <summary>
/// A test method that creates an audiosource, plays it, and destroys itself after play
/// </summary>
protected virtual async void TestPlaySound()
{
AudioClip tmpAudioClip = null;
if (Sfx != null)
{
tmpAudioClip = Sfx;
}
if (RandomSfx.Length > 0)
{
tmpAudioClip = RandomSfx[Random.Range(0, RandomSfx.Length)];
}
if (tmpAudioClip == null)
{
Debug.LogError(Label + " on " + this.gameObject.name + " can't play in editor mode, you haven't set its Sfx.");
return;
}
float volume = Random.Range(MinVolume, MaxVolume);
float pitch = Random.Range(MinPitch, MaxPitch);
GameObject temporaryAudioHost = new GameObject("EditorTestAS_WillAutoDestroy");
temporaryAudioHost.transform.position = this.transform.position;
_editorAudioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
PlayAudioSource(_editorAudioSource, tmpAudioClip, volume, pitch, 0);
float length = 1000 * tmpAudioClip.length;
await Task.Delay((int)length);
DestroyImmediate(temporaryAudioHost);
}
/// <summary>
/// A test method that stops the test sound
/// </summary>
protected virtual void TestStopSound()
{
if (_editorAudioSource != null)
{
_editorAudioSource.Stop();
}
}
}
}