Example #1
0
    /// <summary>
    /// Start
    /// </summary>
    protected void Start()
    {
        _sounds = GetSoundProps();

        if (_sounds == null)
        {
            Debug.Log("[ERROR] You should define a SoundProp vector at SoundList... class.");
            return;
        }

        // Relate the array entries with the specified audioClip
        for (int i = 0; i < soundClips.Length; i++)
        {
            // Some sounds could be null (if they are not used in the level
            // but the have to keep the sound index for other level)
            if (soundClips[i] != null)
            {
                SoundProp sp = GetSoundPropByName(soundClips[i].name);

                if (sp != null)
                {
                    sp.audioClip = soundClips[i];
                }
                else
                {
                    Debug.LogWarning(String.Format("Cannot find the sound {0} on the array list of sounds.", soundClips[i].name));
                }
            }
        }
    }
Example #2
0
    /// <summary>
    /// Play an specific sound
    /// </summary>
    public static int PlaySound(Vector3 pos, int sndId)
    {
        if (fx == null)
        {
            return(-1);
        }
        SoundProp sp = soundList.GetSoundProp(sndId);

        if (sp != null)
        {
            // The specified sound should be marked as FX (the default value)
            if (sp.type == SndType.SND_FX)
            {
                int channeldIdx = getChannelIdx(sp);

                if (channeldIdx != -1)
                {
                    playThisSoundOnSource(channeldIdx, sp, pos);
                    return(channeldIdx);
                }
                else
                {
                    Debug.Log("All audiosource are busy. Cannot play sound: " + sp.name);
                }
            }
            else
            {
                Debug.Log(String.Format("Trying to play a sound that is not a FX ({0})", sp.name));
            }
        }
        return(-1);
    }
Example #3
0
    /// <summary>
    /// Should be called if sndId is changed dynamically
    /// </summary>
    public void RefreshSoundPropProperties()
    {
        if (soundList == null)
        {
            soundList = SoundManager.Instance.GetSoundList();
        }

        if (soundList == null)
        {
            Debug.LogError("The soundList returned is null.");
            return;
        }

        sndIdInt = getSndIdInt();

        SoundProp sp = GetSoundProp(sndIdInt);

        if (sp == null)
        {
            Debug.LogError(string.Format("Cannot find sndId: {0}", sndIdInt));
        }
        else
        {
            gameObject.GetComponent <AudioSource>().clip        = sp.audioClip;
            gameObject.GetComponent <AudioSource>().loop        = sp.loop;
            gameObject.GetComponent <AudioSource>().pitch       = sp.pitch;
            gameObject.GetComponent <AudioSource>().panStereo   = sp.pan;
            gameObject.GetComponent <AudioSource>().minDistance = sp.minDistance;
            gameObject.GetComponent <AudioSource>().maxDistance = sp.maxDistance;
            gameObject.GetComponent <AudioSource>().volume      = SoundManager.Instance.FxVolume * SoundManager.Instance.MasterVolume * (sp.volume / 100.0f);
        }
    }
Example #4
0
    public void PlayMusic(int sndId, bool fadeOutCurrent)
    {
        if (!SoundConfigParams.useGameMusic)
        {
            return;
        }

        SoundProp sp = GetSoundProp(sndId);

        if (sp != null)
        {
            currentMusicSndProp = sp;

            if (fadeOutCurrent && music.isPlaying)
            {
                FadeOutMusic(1, playMusicAfterFadeOut);
            }
            else
            {
                playMusicAfterFadeOut();
            }
        }
        else
        {
            Debug.LogWarning(string.Format("Cannot find the music id: {0}", sndId));
        }
    }
Example #5
0
    private static void playThisSoundOnSource(int idx, SoundProp sp, Vector3 pos)
    {
        fx[idx].Stop();
        fx[idx].clip   = sp.audioClip;
        fx[idx].loop   = sp.loop;
        fx[idx].volume = FxVolume * MasterVolume * (sp.volume / 100.0f);

        fx[idx].transform.position = pos;
        fx[idx].Play();
    }
Example #6
0
    /// <summary>
    /// Returns a channeld idx to play a sound.
    /// Could be:
    /// 1. An empty channel (not yet used)
    /// 2. An IDLE channel
    /// 3. A busy channel but with less priority
    /// 4. A busy channel with the same priority
    ///
    /// If there isn't a channel that satisfy these conditions, returns -1
    ///
    /// </summary>
    /// <returns></returns>
    int getChannelIdx(SoundProp sp)
    {
        for (int i = 1; i < AS_COUNT; i++)
        {
            if (fx[i].clip != null)
            {
                // Found a audiosource that is not currently being played
                if (!fx[i].isPlaying)
                {
                    //if (_fx[i].clip != sp.audioClip)
                    {
                        return(i);
                    }
                }
            }
            else
            {
                return(i);
            }
        }

        // No audiosource idle. Find a busy audiosource with less priority than the new one
        for (int i = 0; i < AS_COUNT; i++)
        {
            if (fx[i].clip != null)
            {
                SoundProp prop = getSoundPropByName(fx[i].clip.name);

                if (sp.priority > prop.priority)
                {
                    Debug.Log("Returning a used channel");
                    return(i);
                }
            }
        }

        // Try something with the same priority
        for (int i = 0; i < AS_COUNT; i++)
        {
            if (fx[i].clip != null)
            {
                SoundProp prop = getSoundPropByName(fx[i].clip.name);
                if (sp.priority == prop.priority)
                {
                    //Debug.Log("Returning a used channel2");
                    return(i);
                }
            }
        }

        // Cannot find a suitable channel
        return(-1);
    }
Example #7
0
    /// <summary>
    /// Unity Start method
    /// </summary>
    protected void Start()
    {
        _sounds = GetSoundProps();

        if (_sounds == null)
        {
            Debug.Log("[ERROR] You should define a SoundProp vector at SoundList... class.");
            return;
        }

        // New
        if (loadedFromResources)
        {
            soundClips = new AudioClip[_sounds.Length];

            for (int i = 0; i < _sounds.Length; i++)
            {
                if (_sounds[i].type == SndType.SND_FX)
                {
                    soundClips[i] = Resources.Load(string.Format("Sounds/{0}", _sounds[i].name)) as AudioClip;
                }
                else
                {
                    soundClips[i] = Resources.Load(string.Format("Music/{0}", _sounds[i].name)) as AudioClip;
                }
            }
        }

        // Relate the array entries with the specified audioClip
        for (int i = 0; i < soundClips.Length; i++)
        {
            // Some sounds could be null (if they are not used in the level
            // but the have to keep the sound index for other level)
            if (soundClips[i] != null)
            {
                SoundProp sp = GetSoundPropByName(soundClips[i].name);

                if (sp != null)
                {
                    sp.audioClip = soundClips[i];
                }
                else
                {
                    Debug.LogWarning(String.Format("Cannot find the sound {0} on the array list of sounds.", soundClips[i].name));
                }
            }
        }
    }
Example #8
0
    public void FadeInMusic(int sndId, float inSecs, SoundManagerCallback cbfn)
    {
        if (!SoundConfigParams.useGameMusic)
        {
            return;
        }

        SoundProp sp = GetSoundProp(sndId);

        if (sp != null)
        {
            currentMusicSndProp = sp;

            // Set the position of the current camera in order to play the sound balanced
            if (Camera.main != null)
            {
                music.transform.position = Camera.main.transform.position;
            }

            music.clip   = sp.audioClip;
            music.loop   = sp.loop;
            music.volume = 0;
            music.Play();

            FadeAudioSource fas = new FadeAudioSource();

            fas.initialTime   = Time.realtimeSinceStartup;
            fas.accumTime     = 0;
            fas.initialVolume = 0;
            fas.targetVolume  = MusicVolume * MasterVolume * (sp.volume / 100.0f);
            fas.audioSrc      = music;
            fas.fadeInSecs    = inSecs;



            if (cbfn != null)
            {
                fas.fnCb += cbfn;
            }
            else
            {
                fas.fnCb = null;
            }

            asFades.Add(fas);
        }
    }
Example #9
0
    /// <summary>
    /// Returns a channeld idx to play a sound.
    /// Could be:
    /// 1. An empty channel (not yet used)
    /// 2. An IDLE channel
    /// 3. A busy channel but with less priority
    /// 4. A busy channel with the same priority
    ///
    /// If there isn't a channel that satisfy these conditions, returns -1
    ///
    /// </summary>
    /// <returns></returns>
    private static int getChannelIdx(SoundProp sp)
    {
        for (int i = 0; i < CHANNELS; i++)
        {
            if (fx[i].clip != null)
            {
                if (!fx[i].isPlaying)
                {
                    // Found a audiosource that is not currently being played

                    if (fx[i].clip != sp.audioClip)
                    {
                        return(i);
                    }
                }
            }
            else
            {
                return(i);
            }
        }

        // No audiosource idle. Find a busy audiosource with less priority than the new one
        for (int i = 0; i < CHANNELS; i++)
        {
            SoundProp prop = soundList.GetSoundPropByName(fx[i].clip.name);
            if (sp.priority > prop.priority)
            {
                return(i);
            }
        }

        // Try something with the same priority
        for (int i = 0; i < CHANNELS; i++)
        {
            SoundProp prop = soundList.GetSoundPropByName(fx[i].clip.name);
            if (sp.priority == prop.priority)
            {
                return(i);
            }
        }

        // Cannot find a suitable channel
        return(-1);
    }
Example #10
0
    public void FadeInSound(int sndId, float inSecs, SoundManagerCallback cbfn)
    {
        //if (!ConfigParams.useGameMusic) return;
        SoundProp sp = GetSoundProp(sndId);

        if (sp != null)
        {
            int channeldIdx = getChannelIdx(sp);

            if (channeldIdx != -1)
            {
                // Set the position of the current camera in order to play the sound balanced
                if (Camera.main != null)
                {
                    fx[channeldIdx].transform.position = Camera.main.transform.position;
                }

                fx[channeldIdx].clip   = sp.audioClip;
                fx[channeldIdx].loop   = sp.loop;
                fx[channeldIdx].volume = 0;
                fx[channeldIdx].Play();

                FadeAudioSource fas = new FadeAudioSource();

                fas.initialTime   = Time.realtimeSinceStartup;
                fas.accumTime     = 0;
                fas.initialVolume = 0;
                fas.targetVolume  = FxVolume * MasterVolume * (sp.volume / 100.0f);
                fas.audioSrc      = fx[channeldIdx];
                fas.fadeInSecs    = inSecs;

                if (cbfn != null)
                {
                    fas.fnCb += cbfn;
                }
                else
                {
                    fas.fnCb = null;
                }

                asFades.Add(fas);
            }
        }
    }
Example #11
0
    /// <summary>
    /// Play the background sound
    /// </summary>
    /// <param name="int"></param>
    public static void PlayBackground(int sndId)
    {
        SoundProp sp = soundList.GetSoundProp(sndId);

        if (sp != null)
        {
            currentBackgroundSndProp = sp;

            // Set the position of the current camera in order to play the sound balanced
            if (Camera.main != null)
            {
                background.transform.position = Camera.main.transform.position;
            }

            background.clip   = sp.audioClip;
            background.loop   = sp.loop;
            background.volume = BackgroundVolume * MasterVolume * (sp.volume / 100.0f);
            background.Play();
        }
    }
Example #12
0
    public static void PlayMusic(int sndId, bool fadeOutCurrent)
    {
        if (instance == null)
        {
            return;
        }

        SoundProp sp = soundList.GetSoundProp(sndId);

        if (sp != null)
        {
            currentMusicSndProp = sp;

            if (fadeOutCurrent && music.isPlaying)
            {
                FadeOutMusic(1, playMusicAfterFadeOut);
            }
            else
            {
                playMusicAfterFadeOut();
            }
        }
    }
Example #13
0
    SoundProp getSoundPropByName(string name)
    {
        if (soundList == null)
        {
            soundList = GetSoundList();

            if (soundList == null)
            {
                return(null);
            }
        }

        foreach (SoundList list in soundList)
        {
            SoundProp prop = list.GetSoundPropByName(name);

            if (prop != null)
            {
                return(prop);
            }
        }

        return(null);
    }
 public void play_prop_touch()
 {
     SoundProp.clip = prop_touch;
     SoundProp.Play();
 }
 public void play_prop_popup()
 {
     SoundProp.clip = prop_popup;
     SoundProp.Play();
 }