Example #1
0
 /// <summary>
 /// Play
 /// </summary>
 /// <param name="sound">Sound</param>
 public static void Play(ESoundTypes sound)
 {
     if (MuteSound == false)
     {
         Play(sound.ToString());
     }
 }
Example #2
0
    /// <summary>
    /// Stops the selected BGM from playing.
    /// </summary>
    /// <param name="_sound">The type of BGM to stop.</param>
    public void StopBGM(ESoundTypes _sound)
    {
        int loc_index;

        // If we find this type of BGM within the active ones we can stop and destroy it
        if (FindBGMIndex(this.active_BGMs_, _sound, out loc_index))
        {
            active_BGMs_[loc_index].audio_source.Stop();
            Destroy(active_BGMs_[loc_index].audio_source.gameObject);     // Destroys the gameobject the AudioSource is attached to
            active_BGMs_.RemoveAt(loc_index);
        }
    }
Example #3
0
    /// <summary>
    /// Starts the specified BGM sound at the selected volume.
    /// This sound will loop until stopped.
    /// </summary>
    /// <param name="_sound">BGM to use.</param>
    public void StartBGM(ESoundTypes _sound, float _volume)
    {
        int temp_index;

        // Create a new BGM only if no other BGM of the same type is currently playing
        if (!FindBGMIndex(this.active_BGMs_, _sound, out temp_index))
        {
            GameObject temp_game_object = new GameObject();
            temp_game_object.name = System.Enum.GetName(typeof(ESoundTypes), _sound) + "AudioSource";
            AudioSource temp_audio = temp_game_object.AddComponent <AudioSource>();
            temp_audio.clip   = available_sounds_[(int)_sound];
            temp_audio.loop   = true;
            temp_audio.volume = _volume;
            temp_audio.Play();

            this.active_BGMs_.Add(new BGMInfo(temp_audio, _sound));
        }
    }
Example #4
0
    /// <summary>
    /// Finds the specified BGM index.
    /// </summary>
    /// <param name="_BGMs">List of BGMs to search.</param>
    /// <param name="_BGM_type">BGM type to search for.</param>
    /// <param name="_index">Return index for the position of the BGM.</param>
    /// <returns>Returns true if the BGM index is found. At that point the _index out value represents the index of the BGM in the array.</returns>
    private bool FindBGMIndex(List <BGMInfo> _BGMs, ESoundTypes _BGM_type, out int _index)
    {
        _index = -1; // Set to a non valid index in case the search yields negative result

        // Searches inside each BGM of the given array for the specified BGM Type
        for (int cy_index = 0; cy_index < _BGMs.Count; cy_index++)
        {
            // Found the correspondence
            if (_BGMs[cy_index].sound_type == _BGM_type)
            {
                // Set return index and return positive search result
                _index = cy_index;
                return(true);
            }
        }

        // The search has failed to find the specified BGM
        return(false);
    }
Example #5
0
    // Routine used by ChangeBGMVolume to actually smoothly change the volume
    private IEnumerator ChangeBGMVolumeRoutine(ESoundTypes _BGM_sound, float _new_volume, float _smoothing_time)
    {
        int loc_index;

        // Can only change volume of currently playing BGMs.
        if (FindBGMIndex(this.active_BGMs_, _BGM_sound, out loc_index))
        {
            AudioSource loc_audio           = this.active_BGMs_[loc_index].audio_source;
            float       loc_previous_volume = loc_audio.volume;
            float       loc_starting_time   = Time.time;

            // Smooth the volume change over time
            while ((Time.time - loc_starting_time) < _smoothing_time)
            {
                loc_audio.volume = Mathf.Lerp(loc_previous_volume, _new_volume, (Time.time - loc_starting_time) / _smoothing_time);
                yield return(null);
            }

            loc_audio.volume = _new_volume; // Last update sets the volume to the actual new volume
        }
    }
Example #6
0
 /// <summary>
 /// Plays the specified sound at a certain volume.
 /// Used for sounds that have to be played only once.
 /// </summary>
 /// <param name="_sound">The type of sound to play.</param>
 /// <param name="_volume">The volume to play the sound at.</param>
 public void PlayOneShotSound(ESoundTypes _sound, float _volume)
 {
     // Since we are playing this sound only once we don't need to create any reference to a sound object
     // because we won't need to change any properties of the audio source
     AudioSource.PlayClipAtPoint(available_sounds_[(int)_sound], Vector3.zero, _volume);
 }
Example #7
0
 public BGMInfo(AudioSource _audio_source, ESoundTypes _sound_type)
 {
     this.audio_source = _audio_source;
     this.sound_type   = _sound_type;
 }
Example #8
0
 /// <summary>
 /// Smoothly changes the volume of the specified type of BGM.
 /// </summary>
 /// <param name="_BGM_sound">The BGM's volume to change.</param>
 /// <param name="_new_volume">New volume.</param>
 /// <param name="_smoothing_time">Seconds over which to smooth the volume change.</param>
 public void ChangeBGMVolume(ESoundTypes _BGM_sound, float _new_volume, float _smoothing_time)
 {
     StartCoroutine(ChangeBGMVolumeRoutine(_BGM_sound, _new_volume, _smoothing_time));
 }
    /// <summary>
    /// Starts the specified BGM sound at the selected volume.
    /// This sound will loop until stopped.
    /// </summary>
    /// <param name="_sound">BGM to use.</param>
    public void StartBGM( ESoundTypes _sound , float _volume )
    {
        int temp_index;
        // Create a new BGM only if no other BGM of the same type is currently playing
        if ( !FindBGMIndex( this.active_BGMs_ , _sound , out temp_index ) )
        {
            GameObject temp_game_object = new GameObject();
            temp_game_object.name = System.Enum.GetName( typeof( ESoundTypes ) , _sound ) + "AudioSource";
            AudioSource temp_audio = temp_game_object.AddComponent<AudioSource>();
            temp_audio.clip = available_sounds_[ (int) _sound ];
            temp_audio.loop = true;
            temp_audio.volume = _volume;
            temp_audio.Play();

            this.active_BGMs_.Add( new BGMInfo( temp_audio , _sound ) );
        }
    }
 /// <summary>
 /// Plays the specified sound at a certain volume.
 /// Used for sounds that have to be played only once.
 /// </summary>
 /// <param name="_sound">The type of sound to play.</param>
 /// <param name="_volume">The volume to play the sound at.</param>
 public void PlayOneShotSound( ESoundTypes _sound , float _volume )
 {
     // Since we are playing this sound only once we don't need to create any reference to a sound object
     // because we won't need to change any properties of the audio source
     AudioSource.PlayClipAtPoint( available_sounds_[ (int) _sound ] , Vector3.zero , _volume );
 }
 /// <summary>
 /// Smoothly changes the volume of the specified type of BGM.
 /// </summary>
 /// <param name="_BGM_sound">The BGM's volume to change.</param>
 /// <param name="_new_volume">New volume.</param>
 /// <param name="_smoothing_time">Seconds over which to smooth the volume change.</param>
 public void ChangeBGMVolume( ESoundTypes _BGM_sound , float _new_volume , float _smoothing_time )
 {
     StartCoroutine( ChangeBGMVolumeRoutine( _BGM_sound , _new_volume , _smoothing_time ) );
 }
 public BGMInfo( AudioSource _audio_source , ESoundTypes _sound_type )
 {
     this.audio_source = _audio_source;
     this.sound_type = _sound_type;
 }
    /// <summary>
    /// Finds the specified BGM index.
    /// </summary>
    /// <param name="_BGMs">List of BGMs to search.</param>
    /// <param name="_BGM_type">BGM type to search for.</param>
    /// <param name="_index">Return index for the position of the BGM.</param>
    /// <returns>Returns true if the BGM index is found. At that point the _index out value represents the index of the BGM in the array.</returns>
    private bool FindBGMIndex( List<BGMInfo> _BGMs , ESoundTypes _BGM_type , out int _index )
    {
        _index = -1; // Set to a non valid index in case the search yields negative result

        // Searches inside each BGM of the given array for the specified BGM Type
        for ( int cy_index = 0 ; cy_index < _BGMs.Count ; cy_index++ )
        {
            // Found the correspondence
            if ( _BGMs[ cy_index ].sound_type == _BGM_type )
            {
                // Set return index and return positive search result
                _index = cy_index;
                return true;
            }
        }

        // The search has failed to find the specified BGM
        return false;
    }
    // Routine used by ChangeBGMVolume to actually smoothly change the volume
    private IEnumerator ChangeBGMVolumeRoutine( ESoundTypes _BGM_sound , float _new_volume , float _smoothing_time )
    {
        int loc_index;

        // Can only change volume of currently playing BGMs.
        if ( FindBGMIndex( this.active_BGMs_ , _BGM_sound , out loc_index ) )
        {
            AudioSource loc_audio = this.active_BGMs_[ loc_index ].audio_source;
            float loc_previous_volume = loc_audio.volume;
            float loc_starting_time = Time.time;

            // Smooth the volume change over time
            while ( ( Time.time - loc_starting_time ) < _smoothing_time )
            {
                loc_audio.volume = Mathf.Lerp( loc_previous_volume , _new_volume , ( Time.time - loc_starting_time ) / _smoothing_time );
                yield return null;
            }

            loc_audio.volume = _new_volume; // Last update sets the volume to the actual new volume
        }
    }
 /// <summary>
 /// Stops the selected BGM from playing.
 /// </summary>
 /// <param name="_sound">The type of BGM to stop.</param>
 public void StopBGM( ESoundTypes _sound )
 {
     int loc_index;
     // If we find this type of BGM within the active ones we can stop and destroy it
     if ( FindBGMIndex( this.active_BGMs_ , _sound , out loc_index ) )
     {
         active_BGMs_[ loc_index ].audio_source.Stop();
         Destroy( active_BGMs_[ loc_index ].audio_source.gameObject ); // Destroys the gameobject the AudioSource is attached to
         active_BGMs_.RemoveAt( loc_index );
     }
 }
Example #16
0
		/// <summary>
		/// Play
		/// </summary>
		/// <param name="sound">Sound</param>
		public static void Play(ESoundTypes sound) {
			if (MuteSound == false) {
				Play(sound.ToString());
			}
		}