FittsLaw/Assets/Oculus/AudioManager/Scripts/Audio/SoundEmitter.cs

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2018-10-14 23:33:23 -04:00
using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
/*
-----------------------
SoundEmitter()
-----------------------
*/
public class SoundEmitter : MonoBehaviour {
public enum FadeState {
Null,
FadingIn,
FadingOut,
Ducking,
}
// OPTIMIZE
public float volume { get { return audioSource.volume; } set { audioSource.volume = value; } }
public float pitch { get { return audioSource.pitch; } set { audioSource.pitch = value; } }
public AudioClip clip { get { return audioSource.clip; } set { audioSource.clip = value; } }
public float time { get { return audioSource.time; } set { audioSource.time = value; } }
public float length { get { return ( audioSource.clip != null ) ? audioSource.clip.length : 0.0f; } }
public bool loop { get { return audioSource.loop; } set { audioSource.loop = value; } }
public bool mute { get { return audioSource.mute; } set { audioSource.mute = value; } }
public AudioVelocityUpdateMode velocityUpdateMode { get { return audioSource.velocityUpdateMode; } set { audioSource.velocityUpdateMode = value; } }
public bool isPlaying { get { return audioSource.isPlaying; } }
public EmitterChannel channel = EmitterChannel.Reserved;
public bool disableSpatialization = false;
private FadeState state = FadeState.Null;
[System.NonSerialized]
[HideInInspector]
public AudioSource audioSource = null;
[System.NonSerialized]
[HideInInspector]
public SoundPriority priority = SoundPriority.Default;
[System.NonSerialized]
[HideInInspector]
public ONSPAudioSource osp = null;
[System.NonSerialized]
[HideInInspector]
public float endPlayTime = 0.0f;
private Transform lastParentTransform = null;
[System.NonSerialized]
[HideInInspector]
public float defaultVolume = 1.0f;
[System.NonSerialized]
[HideInInspector]
public Transform defaultParent = null;
[System.NonSerialized]
[HideInInspector]
public int originalIdx = -1;
[System.NonSerialized]
[HideInInspector]
public System.Action onFinished = null;
[System.NonSerialized]
[HideInInspector]
public System.Action<object> onFinishedObject = null;
[System.NonSerialized]
[HideInInspector]
public object onFinishedParam;
[System.NonSerialized]
[HideInInspector]
public SoundGroup playingSoundGroup = null;
/*
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Awake()
-----------------------
*/
void Awake() {
// unity defaults to 'playOnAwake = true'
audioSource = GetComponent<AudioSource>();
if ( audioSource == null ) {
audioSource = gameObject.AddComponent<AudioSource>();
}
// is the spatialized audio enabled?
if ( AudioManager.enableSpatialization && !disableSpatialization ) {
osp = GetComponent<ONSPAudioSource>();
if ( osp == null ) {
osp = gameObject.AddComponent<ONSPAudioSource>();
}
}
audioSource.playOnAwake = false;
audioSource.Stop();
}
/*
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SetPlayingSoundGroup()
-----------------------
*/
public void SetPlayingSoundGroup( SoundGroup soundGroup ) {
playingSoundGroup = soundGroup;
if ( soundGroup != null ) {
soundGroup.IncrementPlayCount();
}
}
/*
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SetOnFinished()
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*/
public void SetOnFinished( System.Action onFinished ) {
this.onFinished = onFinished;
}
/*
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SetOnFinished()
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*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
onFinishedObject = onFinished;
onFinishedParam = obj;
}
/*
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SetChannel()
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*/
public void SetChannel( int _channel ) {
channel = (EmitterChannel)_channel;
}
/*
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SetDefaultParent()
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*/
public void SetDefaultParent( Transform parent ) {
defaultParent = parent;
}
/*
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SetAudioMixer()
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*/
public void SetAudioMixer( AudioMixerGroup _mixer ) {
if ( audioSource != null ) {
audioSource.outputAudioMixerGroup = _mixer;
}
}
/*
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IsPlaying()
-----------------------
*/
public bool IsPlaying() {
if ( loop && audioSource.isPlaying ) {
return true;
}
return endPlayTime > Time.time;
}
/*
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Play()
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*/
public void Play() {
// overrides everything
state = FadeState.Null;
endPlayTime = Time.time + length;
StopAllCoroutines();
audioSource.Play();
}
/*
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Pause()
-----------------------
*/
public void Pause() {
// overrides everything
state = FadeState.Null;
StopAllCoroutines();
audioSource.Pause();
}
/*
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Stop()
-----------------------
*/
public void Stop() {
// overrides everything
state = FadeState.Null;
StopAllCoroutines();
if ( audioSource != null ) {
audioSource.Stop();
}
if ( onFinished != null ) {
onFinished();
onFinished = null;
}
if ( onFinishedObject != null ) {
onFinishedObject( onFinishedParam );
onFinishedObject = null;
}
if ( playingSoundGroup != null ) {
playingSoundGroup.DecrementPlayCount();
playingSoundGroup = null;
}
}
/*
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GetSampleTime()
-----------------------
*/
int GetSampleTime() {
return audioSource.clip.samples - audioSource.timeSamples;
}
/*
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ParentTo()
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*/
public void ParentTo( Transform parent ) {
if ( lastParentTransform != null ) {
Debug.LogError( "[SoundEmitter] You must detach the sound emitter before parenting to another object!" );
return;
}
lastParentTransform = transform.parent;
transform.parent = parent;
}
/*
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DetachFromParent()
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*/
public void DetachFromParent() {
if ( lastParentTransform == null ) {
transform.parent = defaultParent;
return;
}
transform.parent = lastParentTransform;
lastParentTransform = null;
}
/*
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ResetParent()
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*/
public void ResetParent( Transform parent ) {
transform.parent = parent;
lastParentTransform = null;
}
/*
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SyncTo()
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*/
public void SyncTo( SoundEmitter other, float fadeTime, float toVolume ) {
StartCoroutine( DelayedSyncTo( other, fadeTime, toVolume ) );
}
/*
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DelayedSyncTo()
have to wait until the end of frame to do proper sync'ing
-----------------------
*/
IEnumerator DelayedSyncTo( SoundEmitter other, float fadeTime, float toVolume ) {
yield return new WaitForEndOfFrame();
//audio.timeSamples = other.GetSampleTime();
//audio.time = Mathf.Min( Mathf.Max( 0.0f, other.time - other.length ), other.time );
audioSource.time = other.time;
audioSource.Play();
FadeTo( fadeTime, toVolume );
}
/*
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FadeTo()
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*/
public void FadeTo( float fadeTime, float toVolume ) {
//Log.Print( ">>> FADE TO: " + channel );
// don't override a fade out
if ( state == FadeState.FadingOut ) {
//Log.Print( " ....ABORTED" );
return;
}
state = FadeState.Ducking;
StopAllCoroutines();
StartCoroutine( FadeSoundChannelTo( fadeTime, toVolume ) );
}
/*
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FadeIn()
-----------------------
*/
public void FadeIn( float fadeTime, float defaultVolume ) {
//Log.Print( ">>> FADE IN: " + channel );
audioSource.volume = 0.0f;
state = FadeState.FadingIn;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.In, defaultVolume ) );
}
/*
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FadeIn()
-----------------------
*/
public void FadeIn( float fadeTime ) {
//Log.Print( ">>> FADE IN: " + channel );
audioSource.volume = 0.0f;
state = FadeState.FadingIn;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.In, defaultVolume ) );
}
/*
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FadeOut()
-----------------------
*/
public void FadeOut( float fadeTime ) {
//Log.Print( ">>> FADE OUT: " + channel );
if ( !audioSource.isPlaying ) {
//Log.Print( " ... SKIPPING" );
return;
}
state = FadeState.FadingOut;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.Out, audioSource.volume ) );
}
/*
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FadeOutDelayed()
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*/
public void FadeOutDelayed( float delayedSecs, float fadeTime ) {
//Log.Print( ">>> FADE OUT DELAYED: " + channel );
if ( !audioSource.isPlaying ) {
//Log.Print( " ... SKIPPING" );
return;
}
state = FadeState.FadingOut;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( delayedSecs, fadeTime, Fade.Out, audioSource.volume ) );
}
/*
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FadeSoundChannelTo()
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*/
IEnumerator FadeSoundChannelTo( float fadeTime, float toVolume ) {
float start = audioSource.volume;
float end = toVolume;
float startTime = Time.realtimeSinceStartup;
float elapsedTime = 0.0f;
while ( elapsedTime < fadeTime ) {
elapsedTime = Time.realtimeSinceStartup - startTime;
float t = elapsedTime / fadeTime;
audioSource.volume = Mathf.Lerp( start, end, t );
yield return 0;
}
state = FadeState.Null;
}
/*
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FadeSoundChannel()
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*/
IEnumerator FadeSoundChannel( float delaySecs, float fadeTime, Fade fadeType, float defaultVolume ) {
if ( delaySecs > 0.0f ) {
yield return new WaitForSeconds( delaySecs );
}
float start = ( fadeType == Fade.In ) ? 0.0f : defaultVolume;
float end = ( fadeType == Fade.In ) ? defaultVolume : 0.0f;
bool restartPlay = false;
if ( fadeType == Fade.In ) {
if ( Time.time == 0.0f ) {
restartPlay = true;
}
audioSource.volume = 0.0f;
audioSource.Play();
}
float startTime = Time.realtimeSinceStartup;
float elapsedTime = 0.0f;
while ( elapsedTime < fadeTime ) {
elapsedTime = Time.realtimeSinceStartup - startTime;
float t = elapsedTime / fadeTime;
audioSource.volume = Mathf.Lerp( start, end, t );
yield return 0;
if ( restartPlay && ( Time.time > 0.0f ) ) {
audioSource.Play();
restartPlay = false;
}
if ( !audioSource.isPlaying ) {
break;
}
}
if ( fadeType == Fade.Out ) {
Stop();
}
state = FadeState.Null;
}
}