using UnityEngine; using System.Collections; public class PlayerSounds : MonoBehaviour { public GameObject PlayerObject; private thirdPersonController playerController;//Player1 or Player2 object. Assign object component in inspector. //private Collider playerCollider; private bool FootOnSand = true; private AudioSource source; private float volLowRange = 0.5f; // Volume Low Range private float volHighRange = 1.0f; // Volume High Range private float pitchLowRange = 0.90f; // Pitch Low Range private float pitchHighRange = 1.5f; // Pitch High Range private float pitchDefault = 1.0f; // Pitch Default Value // AUDIO CLIPS // All player sound effects are listed here. public AudioClip sfxFootSand; public AudioClip sfxFootFloor; public AudioClip sfxTEST; public AudioClip sfxSwitch; public AudioClip sfxPickUp; public AudioClip sfxRotateL; public AudioClip sfxRotateR; public AudioClip sfxJump; public AudioClip sfxLand; // FUNCTION: Find Audio Source component (attached to **Player Avatar** Object) void Awake(){ source = GetComponent (); } void Start(){ playerController = PlayerObject.GetComponent (); } // FUNCTIONS: Play Sound Effects (SFX) // NOTE: Must add the events to the relevant keyframe within animation clips. void Update () { //CheckGround (); } // GROUND-TYPE RECOGNITION // > Needs proper logic // > Purpose of this function is to determine whether the player object is // standing on the terrain object that has been tagged with "sand". void CheckGround(){ //playerCollider = PlayerObject.GetComponent; Debug.Log ("groundCheck"); RaycastHit FootHit = playerController.hit; if (FootHit.transform.tag == "sand") FootOnSand = true; else FootOnSand = false; } void PlayFootstep(){ float volRandom = Random.Range (volLowRange, volHighRange); CheckGround (); // SAND FOOTSTEP SOUND if(FootOnSand == true){ // SAND GROUND source.pitch = Random.Range (pitchLowRange, pitchHighRange); source.PlayOneShot (sfxFootSand,volRandom); } // GENERAL FOOTSTEP SOUND else if (FootOnSand == false){ source.pitch = Random.Range (pitchLowRange, pitchHighRange); source.PlayOneShot (sfxFootFloor,volRandom); } } public void PlayTest(){ float volRandom = Random.Range (volLowRange, volHighRange); source.pitch = Random.Range (pitchLowRange, pitchHighRange); source.PlayOneShot (sfxTEST,volRandom); } void PlayJump(){ float volRandom = Random.Range (volLowRange, volHighRange); source.PlayOneShot (sfxJump,volRandom); } void PlayLand(){ float volRandom = Random.Range (volLowRange, volHighRange); source.PlayOneShot (sfxLand,volRandom); } //CROSS-SCRIPT SOUNDS // Sound functions assigned in different scripts, specifically those that // require controller button presses. public void PlaySwitch(){ source.pitch = pitchDefault; source.PlayOneShot (sfxSwitch,0.7f); } public void PlayPickUp(){ source.pitch = pitchDefault; source.PlayOneShot (sfxPickUp,0.7f); } public void PlayRotateL(){ source.pitch = pitchDefault; source.PlayOneShot (sfxRotateL); } public void PlayRotateR(){ source.pitch = pitchDefault; source.PlayOneShot (sfxRotateR); } }