//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Plays one of many audio files with possible randomized parameters
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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[RequireComponent( typeof( AudioSource ) )]
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public class PlaySound : MonoBehaviour
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{
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[Tooltip( "List of audio clips to play." )]
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public AudioClip[] waveFile;
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[Tooltip( "Stops the currently playing clip in the audioSource. Otherwise clips will overlap/mix." )]
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public bool stopOnPlay;
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[Tooltip( "After the audio clip finishes playing, disable the game object the sound is on." )]
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public bool disableOnEnd;
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[Tooltip( "Loop the sound after the wave file variation has been chosen." )]
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public bool looping;
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[Tooltip( "If the sound is looping and updating it's position every frame, stop the sound at the end of the wav/clip length. " )]
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public bool stopOnEnd;
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[Tooltip( "Start a wave file playing on awake, but after a delay." )]
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public bool playOnAwakeWithDelay;
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[Header ( "Random Volume" )]
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public bool useRandomVolume = true;
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[Tooltip( "Minimum volume that will be used when randomly set." )]
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[Range( 0.0f, 1.0f )]
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public float volMin = 1.0f;
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[Tooltip( "Maximum volume that will be used when randomly set." )]
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[Range( 0.0f, 1.0f )]
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public float volMax = 1.0f;
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[Header ( "Random Pitch" )]
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[Tooltip( "Use min and max random pitch levels when playing sounds." )]
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public bool useRandomPitch = true;
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[Tooltip( "Minimum pitch that will be used when randomly set." )]
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[Range( -3.0f, 3.0f )]
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public float pitchMin = 1.0f;
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[Tooltip( "Maximum pitch that will be used when randomly set." )]
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[Range( -3.0f, 3.0f )]
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public float pitchMax = 1.0f;
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[Header( "Random Time" )]
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[Tooltip( "Use Retrigger Time to repeat the sound within a time range" )]
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public bool useRetriggerTime = false;
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[Tooltip( "Inital time before the first repetion starts" )]
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[Range( 0.0f, 360.0f )]
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public float timeInitial = 0.0f;
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[Tooltip( "Minimum time that will pass before the sound is retriggered" )]
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[Range( 0.0f, 360.0f )]
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public float timeMin = 0.0f;
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[Tooltip( "Maximum pitch that will be used when randomly set." )]
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[Range( 0.0f, 360.0f )]
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public float timeMax = 0.0f;
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[Header ( "Random Silence" )]
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[Tooltip( "Use Retrigger Time to repeat the sound within a time range" )]
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public bool useRandomSilence = false;
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[Tooltip( "Percent chance that the wave file will not play" )]
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[Range( 0.0f, 1.0f )]
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public float percentToNotPlay = 0.0f;
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[Header( "Delay Time" )]
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[Tooltip( "Time to offset playback of sound" )]
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public float delayOffsetTime = 0.0f;
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private AudioSource audioSource;
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private AudioClip clip;
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//-------------------------------------------------
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void Awake()
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{
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audioSource = GetComponent<AudioSource>();
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clip = audioSource.clip;
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// audio source play on awake is true, just play the PlaySound immediately
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if ( audioSource.playOnAwake )
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{
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if ( useRetriggerTime )
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InvokeRepeating( "Play", timeInitial, Random.Range( timeMin, timeMax ) );
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else
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Play();
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}
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// if playOnAwake is false, but the playOnAwakeWithDelay on the PlaySound is true, play the sound on away but with a delay
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else if ( !audioSource.playOnAwake && playOnAwakeWithDelay )
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{
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PlayWithDelay( delayOffsetTime );
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if ( useRetriggerTime )
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InvokeRepeating( "Play", timeInitial, Random.Range( timeMin, timeMax ) );
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}
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// in the case where both playOnAwake and playOnAwakeWithDelay are both set to true, just to the same as above, play the sound but with a delay
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else if ( audioSource.playOnAwake && playOnAwakeWithDelay )
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{
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PlayWithDelay( delayOffsetTime );
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if ( useRetriggerTime )
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InvokeRepeating( "Play", timeInitial, Random.Range( timeMin, timeMax ) );
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}
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}
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//-------------------------------------------------
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// Play a random clip from those available
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//-------------------------------------------------
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public void Play()
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{
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if ( looping )
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{
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PlayLooping();
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}
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else PlayOneShotSound();
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}
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//-------------------------------------------------
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public void PlayWithDelay( float delayTime )
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{
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if ( looping )
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Invoke( "PlayLooping", delayTime );
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else
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Invoke( "PlayOneShotSound", delayTime );
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}
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//-------------------------------------------------
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// Play random wave clip on audiosource as a one shot
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//-------------------------------------------------
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public AudioClip PlayOneShotSound()
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{
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if ( !this.audioSource.isActiveAndEnabled )
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return null;
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SetAudioSource();
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if ( this.stopOnPlay )
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audioSource.Stop();
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if ( this.disableOnEnd )
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Invoke( "Disable", clip.length );
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this.audioSource.PlayOneShot( this.clip );
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return this.clip;
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}
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//-------------------------------------------------
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public AudioClip PlayLooping()
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{
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// get audio source properties, and do any special randomizations
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SetAudioSource();
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// if the audio source has forgotten to be set to looping, set it to looping
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if ( !audioSource.loop )
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audioSource.loop = true;
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// play the clip in the audio source, all the meanwhile updating it's location
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this.audioSource.Play();
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// if disable on end is checked, stop playing the wave file after the first loop has finished.
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if ( stopOnEnd )
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Invoke( "Stop", audioSource.clip.length );
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return this.clip;
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}
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//-------------------------------------------------
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public void Disable()
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{
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gameObject.SetActive( false );
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}
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//-------------------------------------------------
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public void Stop()
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{
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audioSource.Stop();
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}
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//-------------------------------------------------
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private void SetAudioSource()
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{
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if ( this.useRandomVolume )
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{
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//randomly apply a volume between the volume min max
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this.audioSource.volume = Random.Range( this.volMin, this.volMax );
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if ( useRandomSilence && ( Random.Range( 0, 1 ) < percentToNotPlay ) )
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{
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this.audioSource.volume = 0;
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}
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}
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if ( this.useRandomPitch )
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{
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//randomly apply a pitch between the pitch min max
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this.audioSource.pitch = Random.Range( this.pitchMin, this.pitchMax );
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}
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if ( this.waveFile.Length > 0 )
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{
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// randomly assign a wave file from the array into the audioSource clip property
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audioSource.clip = this.waveFile[Random.Range( 0, waveFile.Length )];
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clip = audioSource.clip;
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}
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}
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}
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}
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