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- using UnityEngine;
- using UnityEngine.Audio;
-
- namespace OVR
- {
-
- public enum SoundFXNext {
- Random = 0,
- Sequential = 1,
- }
-
- public enum FreqHint {
- None = 0,
- Wide = 1,
- Narrow = 2,
- }
-
- public enum SoundPriority {
- VeryLow = -2,
- Low = -1,
- Default = 0,
- High = 1,
- VeryHigh = 2,
- }
-
- [System.Serializable]
- public class OSPProps {
- public OSPProps() {
- enableSpatialization = false;
- useFastOverride = false;
- gain = 0.0f;
- enableInvSquare = false;
- volumetric = 0.0f;
- invSquareFalloff = new Vector2( 1.0f, 25.0f );
- }
-
- [Tooltip( "Set to true to play the sound FX spatialized with binaural HRTF, default = false")]
- public bool enableSpatialization = false;
- [Tooltip( "Play the sound FX with reflections, default = false")]
- public bool useFastOverride = false;
- [Tooltip( "Boost the gain on the spatialized sound FX, default = 0.0")]
- [Range( 0.0f, 24.0f )]
- public float gain = 0.0f;
- [Tooltip("Enable Inverse Square attenuation curve, default = false")]
- public bool enableInvSquare = false;
- [Tooltip("Change the sound from point source (0.0f) to a spherical volume, default = 0.0")]
- [Range(0.0f, 1000.0f)]
- public float volumetric = 0.0f;
- [Tooltip("Set the near and far falloff value for the OSP attenuation curve, default = 1.0")]
- [MinMax ( 1.0f, 25.0f, 0.0f, 250.0f )]
- public Vector2 invSquareFalloff = new Vector2( 1.0f, 25.0f );
- }
-
- /*
- -----------------------
-
- SoundFX
-
- -----------------------
- */
- [System.Serializable]
- public class SoundFX {
- public SoundFX() {
- playback = SoundFXNext.Random;
- volume = 1.0f;
- pitchVariance = Vector2.one;
- falloffDistance = new Vector2( 1.0f, 25.0f );
- falloffCurve = AudioRolloffMode.Linear;
- volumeFalloffCurve = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
- reverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
- spread = 0.0f;
- pctChanceToPlay = 1.0f;
- priority = SoundPriority.Default;
- delay = Vector2.zero;
- looping = false;
- ospProps = new OSPProps();
- }
-
- [Tooltip( "Each sound FX should have a unique name")]
- public string name = string.Empty;
- [Tooltip( "Sound diversity playback option when multiple audio clips are defined, default = Random")]
- public SoundFXNext playback = SoundFXNext.Random;
- [Tooltip( "Default volume for this sound FX, default = 1.0")]
- [Range (0.0f, 1.0f)]
- public float volume = 1.0f;
- [Tooltip( "Random pitch variance each time a sound FX is played, default = 1.0 (none)")]
- [MinMax ( 1.0f, 1.0f, 0.0f, 2.0f )]
- public Vector2 pitchVariance = Vector2.one;
- [Tooltip( "Falloff distance for the sound FX, default = 1m min to 25m max")]
- [MinMax ( 1.0f, 25.0f, 0.0f, 250.0f )]
- public Vector2 falloffDistance = new Vector2( 1.0f, 25.0f );
- [Tooltip( "Volume falloff curve - sets how the sound FX attenuates over distance, default = Linear")]
- public AudioRolloffMode falloffCurve = AudioRolloffMode.Linear;
- [Tooltip( "Defines the custom volume falloff curve")]
- public AnimationCurve volumeFalloffCurve = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
- [Tooltip( "The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones | Valid range is 0.0 - 1.1, default = 1.0" )]
- public AnimationCurve reverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
- [Tooltip( "Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space, default = 0")]
- [Range (0.0f, 360.0f)]
- public float spread = 0.0f;
- [Tooltip( "The percentage chance that this sound FX will play | 0.0 = none, 1.0 = 100%, default = 1.0")]
- [Range (0.0f, 1.0f)]
- public float pctChanceToPlay = 1.0f;
- [Tooltip( "Sets the priority for this sound to play and/or to override a currently playing sound FX, default = Default")]
- public SoundPriority priority = SoundPriority.Default;
- [Tooltip( "Specifies the default delay when this sound FX is played, default = 0.0 secs")]
- [MinMax ( 0.0f, 0.0f, 0.0f, 2.0f )]
- public Vector2 delay = Vector2.zero; // this overrides any delay passed into PlaySound() or PlaySoundAt()
- [Tooltip( "Set to true for the sound to loop continuously, default = false")]
- public bool looping = false;
- public OSPProps ospProps = new OSPProps();
- [Tooltip( "List of the audio clips assigned to this sound FX")]
- public AudioClip[] soundClips = new AudioClip[1];
- // editor only - unfortunately if we set it not to serialize, we can't query it from the editor
- public bool visibilityToggle = false;
- // runtime vars
- [System.NonSerialized]
- private SoundGroup soundGroup = null;
- private int lastIdx = -1;
- private int playingIdx = -1;
-
- public int Length { get { return soundClips.Length; } }
- public bool IsValid { get { return ( ( soundClips.Length != 0 ) && ( soundClips[0] != null ) ); } }
- public SoundGroup Group { get { return soundGroup; } set { soundGroup = value; } }
- public float MaxFalloffDistSquared { get { return falloffDistance.y * falloffDistance.y; } }
- public float GroupVolumeOverride { get { return ( soundGroup != null ) ? soundGroup.volumeOverride : 1.0f; } }
-
- /*
- -----------------------
- GetClip()
- -----------------------
- */
- public AudioClip GetClip() {
- if ( soundClips.Length == 0 ) {
- return null;
- } else if ( soundClips.Length == 1 ) {
- return soundClips[0];
- }
- if ( playback == SoundFXNext.Random ) {
- // random, but don't pick the last one
- int idx = Random.Range( 0, soundClips.Length );
- while ( idx == lastIdx ) {
- idx = Random.Range( 0, soundClips.Length );
- }
- lastIdx = idx;
- return soundClips[idx];
- } else {
- // sequential
- if ( ++lastIdx >= soundClips.Length ) {
- lastIdx = 0;
- }
- return soundClips[lastIdx];
- }
- }
-
- /*
- -----------------------
- GetMixerGroup()
- -----------------------
- */
- public AudioMixerGroup GetMixerGroup( AudioMixerGroup defaultMixerGroup ) {
- if ( soundGroup != null ) {
- return ( soundGroup.mixerGroup != null ) ? soundGroup.mixerGroup : defaultMixerGroup;
- }
- return defaultMixerGroup;
- }
-
- /*
- -----------------------
- ReachedGroupPlayLimit()
- -----------------------
- */
- public bool ReachedGroupPlayLimit() {
- if ( soundGroup != null ) {
- return !soundGroup.CanPlaySound();
- }
- return false;
- }
-
- /*
- -----------------------
- GetClipLength()
- -----------------------
- */
- public float GetClipLength( int idx ) {
- if ( ( idx == -1 ) || ( soundClips.Length == 0 ) || ( idx >= soundClips.Length ) || ( soundClips[idx] == null ) ) {
- return 0.0f;
- } else {
- return soundClips[idx].length;
- }
- }
-
- /*
- -----------------------
- GetPitch()
- -----------------------
- */
- public float GetPitch() {
- return Random.Range( pitchVariance.x, pitchVariance.y );
- }
-
- /*
- -----------------------
- PlaySound()
- -----------------------
- */
- public int PlaySound( float delaySecs = 0.0f ) {
- playingIdx = -1;
-
- if ( !IsValid ) {
- return playingIdx;
- }
-
- // check the random chance to play here to save the function calls
- if ( ( pctChanceToPlay > 0.99f ) || ( Random.value < pctChanceToPlay ) ) {
- if ( delay.y > 0.0f ) {
- delaySecs = Random.Range( delay.x, delay.y );
- }
- playingIdx = AudioManager.PlaySound( this, EmitterChannel.Any, delaySecs );
- }
-
- return playingIdx;
- }
-
- /*
- -----------------------
- PlaySoundAt()
- -----------------------
- */
- public int PlaySoundAt( Vector3 pos, float delaySecs = 0.0f, float volumeOverride = 1.0f, float pitchMultiplier = 1.0f ) {
- playingIdx = -1;
-
- if ( !IsValid ) {
- return playingIdx;
- }
-
- // check the random chance to play here to save the function calls
- if ( ( pctChanceToPlay > 0.99f ) || ( Random.value < pctChanceToPlay ) ) {
- if ( delay.y > 0.0f ) {
- delaySecs = Random.Range( delay.x, delay.y );
- }
- playingIdx = AudioManager.PlaySoundAt( pos, this, EmitterChannel.Any, delaySecs, volumeOverride, pitchMultiplier );
- }
-
- return playingIdx;
- }
-
- /*
- -----------------------
- SetOnFinished()
- get a callback when the sound is finished playing
- -----------------------
- */
- public void SetOnFinished( System.Action onFinished ) {
- if ( playingIdx > -1 ) {
- AudioManager.SetOnFinished( playingIdx, onFinished );
- }
- }
-
- /*
- -----------------------
- SetOnFinished()
- get a callback with an object parameter when the sound is finished playing
- -----------------------
- */
- public void SetOnFinished( System.Action<object> onFinished, object obj ) {
- if ( playingIdx > -1 ) {
- AudioManager.SetOnFinished( playingIdx, onFinished, obj );
- }
- }
-
- /*
- -----------------------
- StopSound()
- -----------------------
- */
- public bool StopSound() {
- bool stopped = false;
-
- if (playingIdx > -1){
- stopped = AudioManager.StopSound(playingIdx);
- playingIdx = -1;
- }
-
- return stopped;
- }
-
- /*
- -----------------------
- AttachToParent()
- -----------------------
- */
- public void AttachToParent( Transform parent) {
- if (playingIdx > -1) {
- AudioManager.AttachSoundToParent(playingIdx, parent);
- }
- }
-
- /*
- -----------------------
- DetachFromParent()
- -----------------------
- */
- public void DetachFromParent() {
- if (playingIdx > -1) {
- AudioManager.DetachSoundFromParent(playingIdx);
- }
- }
- }
-
- } // namespace OVR
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