Working experiment hooray

This commit is contained in:
Chris Midkiff 2018-10-14 23:33:23 -04:00
parent 1097262dae
commit 750a314687
701 changed files with 92677 additions and 2218 deletions

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using UnityEngine;
using System.Collections;
public class TestScript : MonoBehaviour {
[InspectorNote( "Sound Setup", "Press '1' to play testSound1 and '2' to play testSound2")]
public SoundFXRef testSound1;
public SoundFXRef testSound2;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update ()
{
// use attached game object location
if ( Input.GetKeyDown( KeyCode.Alpha1 ) )
{
testSound1.PlaySoundAt( transform.position );
}
// hard code information
if ( Input.GetKeyDown( KeyCode.Alpha2 ) ) {
testSound2.PlaySoundAt( new Vector3( 5.0f, 0.0f, 0.0f ) );
}
}
}

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using UnityEngine;
using System.Collections;
/*
-----------------------
AmbienceEmitter()
-----------------------
*/
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;
/*
-----------------------
Awake()
-----------------------
*/
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;
}
}
}
/*
-----------------------
Update()
-----------------------
*/
void Update() {
if ( activated ) {
if ( ( playingIdx == -1 ) || autoRetrigger ) {
if ( Time.time >= nextPlayTime ) {
Play();
if ( !autoRetrigger ) {
activated = false;
}
}
}
}
}
/*
-----------------------
OnTriggerEnter()
-----------------------
*/
public void OnTriggerEnter( Collider col ) {
activated = !activated;
}
/*
-----------------------
Play()
-----------------------
*/
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 );
}
}
/*
-----------------------
EnableEmitter()
-----------------------
*/
public void EnableEmitter( bool enable ) {
activated = enable;
if ( enable ) {
Play();
} else {
if ( playingIdx != -1 ) {
AudioManager.FadeOutSound( playingIdx, fadeTime );
}
}
}
}

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using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using System;
using System.Reflection;
#endif
public enum PreloadSounds {
Default, // default unity behavior
Preload, // audio clips are forced to preload
ManualPreload, // audio clips are forced to not preload, preloading must be done manually
}
public enum Fade
{
In,
Out
}
[System.Serializable]
public class SoundGroup {
public SoundGroup( string name ) {
this.name = name;
}
public SoundGroup() {
mixerGroup = null;
maxPlayingSounds = 0;
preloadAudio = PreloadSounds.Default;
volumeOverride = 1.0f;
}
public void IncrementPlayCount() {
playingSoundCount = Mathf.Clamp( ++playingSoundCount, 0, maxPlayingSounds );
}
public void DecrementPlayCount() {
playingSoundCount = Mathf.Clamp( --playingSoundCount, 0, maxPlayingSounds );
}
public bool CanPlaySound() {
return ( maxPlayingSounds == 0 ) || ( playingSoundCount < maxPlayingSounds );
}
public string name = string.Empty;
public SoundFX[] soundList = new SoundFX[0];
public AudioMixerGroup mixerGroup = null; // default = AudioManager.defaultMixerGroup
[Range(0,64)]
public int maxPlayingSounds = 0; // default = 0, unlimited
// TODO: this preload behavior is not yet implemented
public PreloadSounds preloadAudio = PreloadSounds.Default; // default = true, audio clip data will be preloaded
public float volumeOverride = 1.0f; // default = 1.0
[HideInInspector]
public int playingSoundCount = 0;
}
/*
-----------------------
AudioManager
-----------------------
*/
public partial class AudioManager : MonoBehaviour {
[Tooltip("Make the audio manager persistent across all scene loads")]
public bool makePersistent = true; // true = don't destroy on load
[Tooltip("Enable the OSP audio plugin features")]
public bool enableSpatializedAudio = true; // true = enable spatialized audio
[Tooltip("Always play spatialized sounds with no reflections (Default)")]
public bool enableSpatializedFastOverride = false; // true = disable spatialized reflections override
[Tooltip("The audio mixer asset used for snapshot blends, etc.")]
public AudioMixer audioMixer = null;
[Tooltip( "The audio mixer group used for the pooled emitters" )]
public AudioMixerGroup defaultMixerGroup = null;
[Tooltip( "The audio mixer group used for the reserved pool emitter" )]
public AudioMixerGroup reservedMixerGroup = null;
[Tooltip( "The audio mixer group used for voice chat" )]
public AudioMixerGroup voiceChatMixerGroup = null;
[Tooltip("Log all PlaySound calls to the Unity console")]
public bool verboseLogging = false; // true = log all PlaySounds
[Tooltip("Maximum sound emitters")]
public int maxSoundEmitters = 32; // total number of sound emitters created
[Tooltip("Default volume for all sounds modulated by individual sound FX volumes")]
public float volumeSoundFX = 1.0f; // user pref: volume of all sound FX
[Tooltip("Sound FX fade time")]
public float soundFxFadeSecs = 1.0f; // sound FX fade time
public float audioMinFallOffDistance = 1.0f; // minimum falloff distance
public float audioMaxFallOffDistance = 25.0f; // maximum falloff distance
public SoundGroup[] soundGroupings = new SoundGroup[0];
private Dictionary<string,SoundFX> soundFXCache = null;
static private AudioManager theAudioManager = null;
static private FastList<string> names = new FastList<string>();
static private string[] defaultSound = new string[1] { "Default Sound" };
static private SoundFX nullSound = new SoundFX();
static private bool hideWarnings = false;
static public bool enableSpatialization { get { return ( theAudioManager !=null ) ? theAudioManager.enableSpatializedAudio : false; } }
static public AudioManager Instance { get { return theAudioManager; } }
static public float NearFallOff { get { return theAudioManager.audioMinFallOffDistance; } }
static public float FarFallOff { get { return theAudioManager.audioMaxFallOffDistance; } }
static public AudioMixerGroup EmitterGroup { get { return theAudioManager.defaultMixerGroup; } }
static public AudioMixerGroup ReservedGroup { get { return theAudioManager.reservedMixerGroup; } }
static public AudioMixerGroup VoipGroup { get { return theAudioManager.voiceChatMixerGroup; } }
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
Init();
}
/*
-----------------------
OnDestroy()
-----------------------
*/
void OnDestroy() {
// we only want the initialized audio manager instance cleaning up the sound emitters
if ( theAudioManager == this ) {
if ( soundEmitterParent != null ) {
Destroy( soundEmitterParent );
}
}
///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters
///from anything they might be parented to or they will get destroyed with that object
///there should only be one instance of the AudioManager across the life of the game/app
///GameManager.OnPreSceneLoad -= OnPreSceneLoad;
}
/*
-----------------------
Init()
-----------------------
*/
void Init() {
if ( theAudioManager != null ) {
if ( Application.isPlaying && ( theAudioManager != this ) ) {
enabled = false;
}
return;
}
theAudioManager = this;
///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters
///from anything they might be parented to or they will get destroyed with that object
///there should only be one instance of the AudioManager across the life of the game/app
///GameManager.OnPreSceneLoad += OnPreSceneLoad;
// make sure the first one is a null sound
nullSound.name = "Default Sound";
// build the sound FX cache
RebuildSoundFXCache();
// create the sound emitters
if ( Application.isPlaying ) {
InitializeSoundSystem();
if ( makePersistent && ( transform.parent == null ) ) {
// don't destroy the audio manager on scene loads
DontDestroyOnLoad( gameObject );
}
}
#if UNITY_EDITOR
Debug.Log( "[AudioManager] Initialized..." );
#endif
}
/*
-----------------------
Update()
-----------------------
*/
void Update() {
// update the free and playing lists
UpdateFreeEmitters();
}
/*
-----------------------
RebuildSoundFXCache()
-----------------------
*/
void RebuildSoundFXCache() {
// build the SoundFX dictionary for quick name lookups
int count = 0;
for ( int group = 0; group < soundGroupings.Length; group++ ) {
count += soundGroupings[group].soundList.Length;
}
soundFXCache = new Dictionary<string,SoundFX>( count + 1 );
// add the null sound
soundFXCache.Add( nullSound.name, nullSound );
// add the rest
for ( int group = 0; group < soundGroupings.Length; group++ ) {
for ( int i = 0; i < soundGroupings[group].soundList.Length; i++ ) {
if ( soundFXCache.ContainsKey( soundGroupings[group].soundList[i].name ) ) {
Debug.LogError( "ERROR: Duplicate Sound FX name in the audio manager: '" + soundGroupings[group].name + "' > '" + soundGroupings[group].soundList[i].name + "'" );
} else {
soundGroupings[group].soundList[i].Group = soundGroupings[group];
soundFXCache.Add( soundGroupings[group].soundList[i].name, soundGroupings[group].soundList[i] );
}
}
soundGroupings[group].playingSoundCount = 0;
}
}
/*
-----------------------
FindSoundFX()
-----------------------
*/
static public SoundFX FindSoundFX( string name, bool rebuildCache = false ) {
#if UNITY_EDITOR
if ( theAudioManager == null ) {
Debug.LogError( "ERROR: audio manager not yet initialized or created!" + " Time: " + Time.time );
return null;
}
#endif
if ( string.IsNullOrEmpty( name ) ) {
return nullSound;
}
if ( rebuildCache ) {
theAudioManager.RebuildSoundFXCache();
}
if ( !theAudioManager.soundFXCache.ContainsKey( name ) ) {
#if DEBUG_BUILD || UNITY_EDITOR
Debug.LogError( "WARNING: Missing Sound FX in cache: " + name );
#endif
return nullSound;
}
return theAudioManager.soundFXCache[name];
}
/*
-----------------------
FindAudioManager()
-----------------------
*/
static private bool FindAudioManager() {
GameObject audioManagerObject = GameObject.Find( "AudioManager" );
if ( ( audioManagerObject == null ) || ( audioManagerObject.GetComponent<AudioManager>() == null ) ) {
if ( !hideWarnings ) {
Debug.LogError( "[ERROR] AudioManager object missing from hierarchy!" );
hideWarnings = true;
}
return false;
} else {
audioManagerObject.GetComponent<AudioManager>().Init();
}
return true;
}
/*
-----------------------
GetGameObject()
-----------------------
*/
static public GameObject GetGameObject() {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return null;
}
}
return theAudioManager.gameObject;
}
/*
-----------------------
NameMinusGroup()
strip off the sound group from the inspector dropdown
-----------------------
*/
static public string NameMinusGroup( string name ) {
if ( name.IndexOf( "/" ) > -1 ) {
return name.Substring( name.IndexOf( "/" ) + 1 );
}
return name;
}
/*
-----------------------
GetSoundFXNames()
used by the inspector
-----------------------
*/
static public string[] GetSoundFXNames( string currentValue, out int currentIdx ) {
currentIdx = 0;
names.Clear();
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return defaultSound;
}
}
names.Add( nullSound.name );
for ( int group = 0; group < theAudioManager.soundGroupings.Length; group++ ) {
for ( int i = 0; i < theAudioManager.soundGroupings[group].soundList.Length; i++ ) {
if ( string.Compare( currentValue, theAudioManager.soundGroupings[group].soundList[i].name, true ) == 0 ) {
currentIdx = names.Count;
}
names.Add( theAudioManager.soundGroupings[group].name + "/" + theAudioManager.soundGroupings[group].soundList[i].name );
}
}
//names.Sort( delegate( string s1, string s2 ) { return s1.CompareTo( s2 ); } );
return names.ToArray();
}
#if UNITY_EDITOR
/*
-----------------------
OnPrefabReimported()
-----------------------
*/
static public void OnPrefabReimported() {
if ( theAudioManager != null ) {
Debug.Log( "[AudioManager] Reimporting the sound FX cache." );
theAudioManager.RebuildSoundFXCache();
}
}
/*
-----------------------
PlaySound()
used in the editor
-----------------------
*/
static public void PlaySound( string soundFxName ) {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return;
}
}
SoundFX soundFX = FindSoundFX( soundFxName, true );
if ( soundFX == null ) {
return;
}
AudioClip clip = soundFX.GetClip();
if ( clip != null ) {
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"PlayClip",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null );
method.Invoke( null, new object[] { clip } );
}
}
/*
-----------------------
IsSoundPlaying()
used in the editor
-----------------------
*/
static public bool IsSoundPlaying( string soundFxName ) {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return false;
}
}
SoundFX soundFX = FindSoundFX( soundFxName, true );
if ( soundFX == null ) {
return false;
}
AudioClip clip = soundFX.GetClip();
if ( clip != null ) {
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"IsClipPlaying",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null );
return Convert.ToBoolean( method.Invoke( null, new object[] { clip } ) );
}
return false;
}
/*
-----------------------
StopSound()
used in the editor
-----------------------
*/
static public void StopSound(string soundFxName)
{
if (theAudioManager == null)
{
if (!FindAudioManager())
{
return;
}
}
SoundFX soundFX = FindSoundFX(soundFxName, true);
if (soundFX == null)
{
return;
}
AudioClip clip = soundFX.GetClip();
if (clip != null)
{
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"StopClip",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null);
method.Invoke(null, new object[] { clip });
}
}
#endif
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6d1d30b41806244fca035fdae2896fb7
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -0,0 +1,782 @@
using UnityEngine;
using UnityEngine.Audio;
//-------------------------------------------------------------------------
// Types
//-------------------------------------------------------------------------
public enum EmitterChannel {
None = -1,
Reserved = 0, // plays on the single reserved emitter
Any // queues to the next available emitter
}
[System.Serializable]
public class MixerSnapshot {
public AudioMixerSnapshot snapshot = null;
public float transitionTime = 0.25f;
}
/*
-----------------------
GameManager Sound Routines
-----------------------
*/
public partial class AudioManager : MonoBehaviour {
public enum Fade {
In,
Out
}
private float audioMaxFallOffDistanceSqr = 25.0f * 25.0f; // past this distance, sounds are ignored for the local player
private SoundEmitter[] soundEmitters = null; // pool of sound emitters to play sounds through
private FastList<SoundEmitter> playingEmitters = new FastList<SoundEmitter>();
private FastList<SoundEmitter> nextFreeEmitters = new FastList<SoundEmitter>();
private MixerSnapshot currentSnapshot = null;
static private GameObject soundEmitterParent = null; // parent object for the sound emitters
static private Transform staticListenerPosition = null; // play position for regular 2D sounds
static private bool showPlayingEmitterCount = false;
static private bool forceShowEmitterCount = false;
static private bool soundEnabled = true;
static public bool SoundEnabled { get { return soundEnabled; } }
static readonly AnimationCurve defaultReverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
/*
-----------------------
InitializeSoundSystem()
initialize persistent sound emitter objects that live across scene loads
-----------------------
*/
void InitializeSoundSystem() {
int bufferLength = 960;
int numBuffers = 4;
AudioSettings.GetDSPBufferSize( out bufferLength, out numBuffers );
if ( Application.isPlaying ) {
Debug.Log( "[AudioManager] Audio Sample Rate: " + AudioSettings.outputSampleRate );
Debug.Log( "[AudioManager] Audio Buffer Length: " + bufferLength + " Size: " + numBuffers );
}
// find the audio listener for playing regular 2D sounds
AudioListener audioListenerObject = GameObject.FindObjectOfType<AudioListener>() as AudioListener;
if ( audioListenerObject == null ) {
Debug.LogError( "[AudioManager] Missing AudioListener object! Add one to the scene." );
} else {
staticListenerPosition = audioListenerObject.transform;
}
// we allocate maxSoundEmitters + reserved channels
soundEmitters = new SoundEmitter[maxSoundEmitters+(int)EmitterChannel.Any];
// see if the sound emitters have already been created, if so, nuke it, it shouldn't exist in the scene upon load
soundEmitterParent = GameObject.Find( "__SoundEmitters__" );
if ( soundEmitterParent != null ) {
// delete any sound emitters hanging around
Destroy( soundEmitterParent );
}
// create them all
soundEmitterParent = new GameObject( "__SoundEmitters__" );
for ( int i = 0; i < maxSoundEmitters + (int)EmitterChannel.Any; i++ ) {
GameObject emitterObject = new GameObject( "SoundEmitter_" + i );
emitterObject.transform.parent = soundEmitterParent.transform;
emitterObject.transform.position = Vector3.zero;
// don't ever save this to the scene
emitterObject.hideFlags = HideFlags.DontSaveInEditor;
// add the sound emitter components
soundEmitters[i] = emitterObject.AddComponent<SoundEmitter>();
soundEmitters[i].SetDefaultParent( soundEmitterParent.transform );
soundEmitters[i].SetChannel( i );
soundEmitters[i].Stop();
// save off the original index
soundEmitters[i].originalIdx = i;
}
// reset the free emitter lists
ResetFreeEmitters();
soundEmitterParent.hideFlags = HideFlags.DontSaveInEditor;
audioMaxFallOffDistanceSqr = audioMaxFallOffDistance * audioMaxFallOffDistance;
}
/*
-----------------------
UpdateFreeEmitters()
-----------------------
*/
void UpdateFreeEmitters() {
if ( verboseLogging ) {
if ( Input.GetKeyDown( KeyCode.A ) ) {
forceShowEmitterCount = !forceShowEmitterCount;
}
if ( forceShowEmitterCount ) {
showPlayingEmitterCount = true;
}
}
// display playing emitter count when the sound system is overwhelmed
int total = 0, veryLow = 0, low = 0, def = 0, high = 0, veryHigh = 0;
// find emitters that are done playing and add them to the nextFreeEmitters list
for ( int i = 0; i < playingEmitters.size; ) {
if ( playingEmitters[i] == null ) {
Debug.LogError( "[AudioManager] ERROR: playingEmitters list had a null emitter! Something nuked a sound emitter!!!" );
playingEmitters.RemoveAtFast( i );
return;
}
if ( !playingEmitters[i].IsPlaying() ) {
// add to the free list and remove from the playing list
if ( verboseLogging ) {
if ( nextFreeEmitters.Contains( playingEmitters[i] ) ) {
Debug.LogError( "[AudioManager] ERROR: playing sound emitter already in the free emitters list!" );
}
}
playingEmitters[i].Stop();
nextFreeEmitters.Add( playingEmitters[i] );
playingEmitters.RemoveAtFast( i );
continue;
}
// debugging/profiling
if ( verboseLogging && showPlayingEmitterCount ) {
total++;
switch ( playingEmitters[i].priority ) {
case SoundPriority.VeryLow: veryLow++; break;
case SoundPriority.Low: low++; break;
case SoundPriority.Default: def++; break;
case SoundPriority.High: high++; break;
case SoundPriority.VeryHigh: veryHigh++; break;
}
}
i++;
}
if ( verboseLogging && showPlayingEmitterCount ) {
Debug.LogWarning( string.Format( "[AudioManager] Playing sounds: Total {0} | VeryLow {1} | Low {2} | Default {3} | High {4} | VeryHigh {5} | Free {6}", Fmt( total ), Fmt( veryLow ), Fmt( low ), Fmt( def ), Fmt( high ), Fmt( veryHigh ), FmtFree( nextFreeEmitters.Count ) ) );
showPlayingEmitterCount = false;
}
}
/*
-----------------------
Fmt()
-----------------------
*/
string Fmt( int count ) {
float t = count / (float)theAudioManager.maxSoundEmitters;
if ( t < 0.5f ) {
return "<color=green>" + count.ToString() + "</color>";
} else if ( t < 0.7 ) {
return "<color=yellow>" + count.ToString() + "</color>";
} else {
return "<color=red>" + count.ToString() + "</color>";
}
}
/*
-----------------------
FmtFree()
-----------------------
*/
string FmtFree( int count ) {
float t = count / (float)theAudioManager.maxSoundEmitters;
if ( t < 0.2f ) {
return "<color=red>" + count.ToString() + "</color>";
} else if ( t < 0.3 ) {
return "<color=yellow>" + count.ToString() + "</color>";
} else {
return "<color=green>" + count.ToString() + "</color>";
}
}
/*
-----------------------
OnPreSceneLoad()
-----------------------
*/
void OnPreSceneLoad() {
// move any attached sounds back to the sound emitters parent before changing levels so they don't get destroyed
Debug.Log( "[AudioManager] OnPreSceneLoad cleanup" );
for ( int i = 0; i < soundEmitters.Length; i++ ) {
soundEmitters[i].Stop();
soundEmitters[i].ResetParent( soundEmitterParent.transform );
}
// reset our emitter lists
ResetFreeEmitters();
}
/*
-----------------------
ResetFreeEmitters()
-----------------------
*/
<