127 lines
6.3 KiB
C#
127 lines
6.3 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Audio;
|
|
|
|
namespace MoreMountains.Tools
|
|
{
|
|
/// <summary>
|
|
/// A class used to store options for MMSoundManager play
|
|
/// </summary>
|
|
[Serializable]
|
|
public struct MMSoundManagerPlayOptions
|
|
{
|
|
/// the track on which to play the sound
|
|
public MMSoundManager.MMSoundManagerTracks MmSoundManagerTrack;
|
|
/// the location at which to position the sound
|
|
public Vector3 Location;
|
|
/// whether or not the sound should loop
|
|
public bool Loop;
|
|
/// the volume at which to play the sound
|
|
public float Volume;
|
|
/// the ID of the sound, useful to find that sound again later
|
|
public int ID;
|
|
/// whether or not to fade the sound when playing it
|
|
public bool Fade;
|
|
/// the initial volume of the sound, before the fade
|
|
public float FadeInitialVolume;
|
|
/// the duration of the fade, in seconds
|
|
public float FadeDuration;
|
|
/// the tween to use when fading the sound
|
|
public MMTweenType FadeTween;
|
|
/// whether or not the sound should persist over scene transitions
|
|
public bool Persistent;
|
|
/// an AudioSource to use if you don't want to pick one from the pool
|
|
public AudioSource RecycleAudioSource;
|
|
/// an audiogroup to use if you don't want to play on any of the preset tracks
|
|
public AudioMixerGroup AudioGroup;
|
|
/// The pitch of the audio source.
|
|
public float Pitch;
|
|
/// Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
|
|
public float PanStereo;
|
|
/// Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.
|
|
public float SpatialBlend;
|
|
/// whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing
|
|
public bool SoloSingleTrack;
|
|
/// whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing
|
|
public bool SoloAllTracks;
|
|
/// if in any of the solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing
|
|
public bool AutoUnSoloOnEnd;
|
|
/// Bypass effects (Applied from filter components or global listener filters).
|
|
public bool BypassEffects;
|
|
/// When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.
|
|
public bool BypassListenerEffects;
|
|
/// When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
|
|
public bool BypassReverbZones;
|
|
/// Sets the priority of the AudioSource.
|
|
public int Priority;
|
|
/// The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
|
|
public float ReverbZoneMix;
|
|
/// Sets the Doppler scale for this AudioSource.
|
|
public float DopplerLevel;
|
|
/// Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
|
|
public int Spread;
|
|
/// Sets/Gets how the AudioSource attenuates over distance.
|
|
public AudioRolloffMode RolloffMode;
|
|
/// Within the Min distance the AudioSource will cease to grow louder in volume.
|
|
public float MinDistance;
|
|
/// (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
|
|
public float MaxDistance;
|
|
|
|
/// <summary>
|
|
/// A default set of options, meant to suit most common cases.
|
|
/// When using options, it's a good idea to start with that and override only what you need to.
|
|
///
|
|
/// Example :
|
|
///
|
|
/// MMSoundManagerPlayOptions options = MMSoundManagerPlayOptions.Default;
|
|
/// options.Loop = Loop;
|
|
/// options.Location = Vector3.zero;
|
|
/// options.MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Music;
|
|
///
|
|
/// MMSoundManagerSoundPlayEvent.Trigger(SoundClip, options);
|
|
///
|
|
/// Here we initialize a new local options set, override its loop, location and track settings, and call a play event using it
|
|
///
|
|
/// </summary>
|
|
public static MMSoundManagerPlayOptions Default
|
|
{
|
|
get
|
|
{
|
|
MMSoundManagerPlayOptions defaultOptions = new MMSoundManagerPlayOptions();
|
|
defaultOptions.MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Sfx;
|
|
defaultOptions.Location = Vector3.zero;
|
|
defaultOptions.Loop = false;
|
|
defaultOptions.Volume = 1.0f;
|
|
defaultOptions.ID = 0;
|
|
defaultOptions.Fade = false;
|
|
defaultOptions.FadeInitialVolume = 0f;
|
|
defaultOptions.FadeDuration = 1f;
|
|
defaultOptions.FadeTween = null;
|
|
defaultOptions.Persistent = false;
|
|
defaultOptions.RecycleAudioSource = null;
|
|
defaultOptions.AudioGroup = null;
|
|
defaultOptions.Pitch = 1f;
|
|
defaultOptions.PanStereo = 0f;
|
|
defaultOptions.SpatialBlend = 0.0f;
|
|
defaultOptions.SoloSingleTrack = false;
|
|
defaultOptions.SoloAllTracks = false;
|
|
defaultOptions.AutoUnSoloOnEnd = false;
|
|
defaultOptions.BypassEffects = false;
|
|
defaultOptions.BypassListenerEffects = false;
|
|
defaultOptions.BypassReverbZones = false;
|
|
defaultOptions.Priority = 128;
|
|
defaultOptions.ReverbZoneMix = 1f;
|
|
defaultOptions.DopplerLevel = 1f;
|
|
defaultOptions.Spread = 0;
|
|
defaultOptions.RolloffMode = AudioRolloffMode.Logarithmic;
|
|
defaultOptions.MinDistance = 1f;
|
|
defaultOptions.MaxDistance = 500f;
|
|
return defaultOptions;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|