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

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2018-10-14 23:33:23 -04:00
using UnityEngine;
using System.Collections;
/*
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AmbienceEmitter()
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*/
public class AmbienceEmitter : MonoBehaviour {
public SoundFXRef[] ambientSounds = new SoundFXRef[0];
public bool autoActivate = true;
[Tooltip("Automatically play the sound randomly again when checked. Should be OFF for looping sounds")]
public bool autoRetrigger = true;
[MinMax( 2.0f, 4.0f, 0.1f, 10.0f )]
public Vector2 randomRetriggerDelaySecs = new Vector2( 2.0f, 4.0f );
[Tooltip( "If defined, the sounds will randomly play from these transform positions, otherwise the sound will play from this transform" )]
public Transform[] playPositions = new Transform[0];
private bool activated = false;
private int playingIdx = -1;
private float nextPlayTime = 0.0f;
private float fadeTime = 0.25f;
private int lastPosIdx = -1;
/*
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Awake()
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*/
void Awake() {
if ( autoActivate ) {
activated = true;
nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
}
// verify all the play positions are valid
foreach ( Transform t in playPositions ) {
if ( t == null ) {
Debug.LogWarning( "[AmbienceEmitter] Invalid play positions in " + name );
playPositions = new Transform[0];
break;
}
}
}
/*
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Update()
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*/
void Update() {
if ( activated ) {
if ( ( playingIdx == -1 ) || autoRetrigger ) {
if ( Time.time >= nextPlayTime ) {
Play();
if ( !autoRetrigger ) {
activated = false;
}
}
}
}
}
/*
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OnTriggerEnter()
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*/
public void OnTriggerEnter( Collider col ) {
activated = !activated;
}
/*
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Play()
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*/
public void Play() {
Transform transformToPlayFrom = transform;
if ( playPositions.Length > 0 ) {
int idx = Random.Range( 0, playPositions.Length );
while ( ( playPositions.Length > 1 ) && ( idx == lastPosIdx ) ) {
idx = Random.Range( 0, playPositions.Length );
}
transformToPlayFrom = playPositions[idx];
lastPosIdx = idx;
}
playingIdx = ambientSounds[Random.Range(0, ambientSounds.Length)].PlaySoundAt( transformToPlayFrom.position );
if ( playingIdx != -1 ) {
AudioManager.FadeInSound( playingIdx, fadeTime );
nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
}
}
/*
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EnableEmitter()
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*/
public void EnableEmitter( bool enable ) {
activated = enable;
if ( enable ) {
Play();
} else {
if ( playingIdx != -1 ) {
AudioManager.FadeOutSound( playingIdx, fadeTime );
}
}
}
}