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