/
SoundscapeControl.cs
187 lines (153 loc) · 4.3 KB
/
SoundscapeControl.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SoundscapeControl : MonoBehaviour
{
[SerializeField]
public AudioGroup[] audioGroups;
public float fadeTime = 1f;
float masterVol = 1f;
Dictionary<AudioSource, float> curFading;
static SoundscapeControl instance;
void Awake()
{
if ( instance != null )
Destroy ( this );
else
{
instance = this;
curFading = new Dictionary<AudioSource, float>();
// setup audiogroups
foreach( AudioGroup audioGroup in audioGroups )
{
audioGroup.targVols = new float[audioGroup.sources.Length];
audioGroup.curVolumes = new float[audioGroup.sources.Length];
for( int i = 0; i < audioGroup.targVols.Length; i++ )
{
audioGroup.targVols[i] = audioGroup.sources[i].volume;
audioGroup.sources[i].volume = 0;
audioGroup.curVolumes[i] = 0;
}
}
}
}
void Start()
{
// by default, fades in the first group at launch
if ( audioGroups.Length > 0 )
FadeInGroup( audioGroups[0] );
}
public static void SetMasterVolume( float newVol )
{
instance.masterVol = Mathf.Clamp01 ( newVol );
foreach( AudioGroup group in instance.audioGroups )
{
for( int i = 0; i < group.sources.Length; i++ )
group.sources[i].volume = group.curVolumes[i] * instance.masterVol;
}
}
public static void FadeInGroup( string groupName )
{
foreach( AudioGroup audioGroup in instance.audioGroups )
{
if ( audioGroup.groupName == groupName )
{
instance.FadeInGroup( audioGroup );
return;
}
}
Debug.LogWarning ( "No audiogroup by name " + groupName );
}
public static void FadeOutGroup( string groupName )
{
foreach( AudioGroup audioGroup in instance.audioGroups )
{
if ( audioGroup.groupName == groupName )
{
instance.FadeOutGroup( audioGroup );
return;
}
}
Debug.LogWarning ( "No audiogroup by name " + groupName );
}
public static void FadeSourceTo( AudioSource source, float toVolume )
{
instance.FadeSource ( source, toVolume );
}
void FadeInGroup( AudioGroup audioGroup )
{
for ( int i = 0; i < audioGroup.sources.Length; i++ )
{
AudioSource source = audioGroup.sources[i];
if ( source && i < audioGroup.targVols.Length )
FadeSource ( source, audioGroup.targVols[i], audioGroup, i );
else
Debug.LogWarning ( "Audiogroup " + audioGroup.groupName + " isn't set up properly" );
}
}
void FadeOutGroup( AudioGroup audioGroup )
{
for ( int i = 0; i < audioGroup.sources.Length; i++ )
{
AudioSource source = audioGroup.sources[i];
if ( source )
FadeSource ( source, 0, audioGroup, i );
}
}
void FadeSource( AudioSource toFade, float toVolume, AudioGroup group = null, int groupIndex = -1 )
{
if ( curFading.ContainsKey ( toFade ) )
curFading[toFade] = toVolume;
else
{
curFading.Add ( toFade, toVolume );
StartCoroutine ( Fade( toFade, group, groupIndex ) );
}
}
IEnumerator Fade( AudioSource toFade, AudioGroup group = null, int groupIndex = -1 )
{
if ( !curFading.ContainsKey( toFade ) )
yield break;
if ( !toFade.isPlaying && curFading[toFade] > 0 )
toFade.Play ();
float startVolume = group != null ? group.curVolumes[groupIndex] : toFade.volume;
float targVolume = curFading[toFade];
float fadeAmount = 0f;
while ( fadeAmount < 1f )
{
if ( !curFading.ContainsKey( toFade ) )
yield break;
// if audio is refaded, restart the fade from current volume
if ( targVolume != curFading[toFade] )
{
StartCoroutine ( Fade ( toFade ) );
yield break;
}
float newVol = Mathf.Lerp ( startVolume, targVolume, fadeAmount );
if ( group != null )
{
group.curVolumes[groupIndex] = newVol;
newVol *= masterVol;
}
toFade.volume = newVol;
fadeAmount += Time.deltaTime / fadeTime;
yield return 0;
}
if ( group != null )
group.curVolumes[groupIndex] = curFading[toFade];
toFade.volume = curFading[toFade] * ( group != null ? masterVol : 1f );
if ( curFading[toFade] <= 0 )
toFade.Pause ();
curFading.Remove ( toFade );
}
}
[System.Serializable]
public class AudioGroup
{
public string groupName;
public AudioSource[] sources;
[HideInInspector]
public float[] targVols; // will be allocated at launch from current volume of audiosources
[HideInInspector]
public float[] curVolumes;
}