private void AddSound(TEvent selectedEvent)
 {
     UAudioClip[] tempClips = new UAudioClip[selectedEvent.Container.Sounds.Length + 1];
     selectedEvent.Container.Sounds.CopyTo(tempClips, 0);
     tempClips[tempClips.Length - 1] = new UAudioClip();
     selectedEvent.Container.Sounds  = tempClips;
 }
Example #2
0
        /// <summary>
        /// Play a single clip on an AudioSource; if Looping forever, return InfiniteLoop for the event time.
        /// </summary>
        /// <param name="audioClip">The audio clip to play.</param>
        /// <param name="emitter">The emitter to use.</param>
        /// <param name="activeEvent">The persistent reference to the event as long as it is playing.</param>
        /// <returns>The amount of delay, if any, we are waiting before playing the clip. A Looping clip will always return InfiniteLoop.</returns>
        private float PlayClipAndGetTime(UAudioClip audioClip, AudioSource emitter, ActiveEvent activeEvent)
        {
            if (audioClip.DelayCenter == 0)
            {
                emitter.PlayClip(audioClip.Sound, audioClip.Looping);

                if (audioClip.Looping)
                {
                    return(InfiniteLoop);
                }

                return(0);
            }
            else
            {
                float rndDelay = Random.Range(audioClip.DelayCenter - audioClip.DelayRandomization, audioClip.DelayCenter + audioClip.DelayRandomization);

                StartCoroutine(PlayClipDelayedCoroutine(audioClip, emitter, rndDelay, activeEvent));

                if (audioClip.Looping)
                {
                    return(InfiniteLoop);
                }

                return(rndDelay);
            }
        }
Example #3
0
        /// <summary>
        /// Coroutine for "continuous" random containers that alternates between two sources to crossfade clips for continuous playlist Looping.
        /// </summary>
        /// <param name="audioContainer">The audio container.</param>
        /// <param name="activeEvent">The persistent reference to the event as long as it is playing.</param>
        /// <param name="waitTime">The time in seconds to wait before switching AudioSources for crossfading.</param>
        /// <returns>The coroutine.</returns>
        private IEnumerator ContinueRandomContainerCoroutine(AudioContainer audioContainer, ActiveEvent activeEvent, float waitTime)
        {
            while (!activeEvent.CancelEvent)
            {
                yield return(new WaitForSeconds(waitTime));

                audioContainer.CurrentClip = Random.Range(0, audioContainer.Sounds.Length);
                UAudioClip tempClip = audioContainer.Sounds[audioContainer.CurrentClip];

                // Play on primary source.
                if (activeEvent.PlayingAlt)
                {
                    activeEvent.PrimarySource.volume = 0f;
                    activeEvent.VolDest     = activeEvent.AudioEvent.VolumeCenter;
                    activeEvent.AltVolDest  = 0f;
                    activeEvent.CurrentFade = audioContainer.CrossfadeTime;
                    waitTime = (tempClip.Sound.length / activeEvent.PrimarySource.pitch) - audioContainer.CrossfadeTime;
                    PlayClipAndGetTime(tempClip, activeEvent.PrimarySource, activeEvent);
                }
                // Play on secondary source.
                else
                {
                    activeEvent.SecondarySource.volume = 0f;
                    activeEvent.AltVolDest             = activeEvent.AudioEvent.VolumeCenter;
                    activeEvent.VolDest     = 0f;
                    activeEvent.CurrentFade = audioContainer.CrossfadeTime;
                    waitTime = (tempClip.Sound.length / activeEvent.SecondarySource.pitch) - audioContainer.CrossfadeTime;
                    PlayClipAndGetTime(tempClip, activeEvent.SecondarySource, activeEvent);
                }

                activeEvent.PlayingAlt = !activeEvent.PlayingAlt;
            }
        }
Example #4
0
        /// <summary>
        /// Play one sound from a container based on container behavior.
        /// </summary>
        /// <param name="currentContainer"></param>
        /// <param name="activeEvent"></param>
        /// <returns>The estimated ActiveTime for the clip, or InfiniteLoop if the container and/or clip are set to loop.</returns>
        private float PlaySingleClip(AudioContainer currentContainer, ActiveEvent activeEvent)
        {
            float tempDelay = 0;

            if (currentContainer.ContainerType == AudioContainerType.Random)
            {
                currentContainer.CurrentClip = Random.Range(0, currentContainer.Sounds.Length);
            }
            UAudioClip currentClip = currentContainer.Sounds[currentContainer.CurrentClip];

            // Trigger sound and save the delay (in seconds) to add to the total amount of time the event will be considered active.
            tempDelay = PlayClipAndGetTime(currentClip, activeEvent.PrimarySource, activeEvent);

            // Ready the next clip in the series if sequence container.
            if (currentContainer.ContainerType == AudioContainerType.Sequence)
            {
                currentContainer.CurrentClip++;
                if (currentContainer.CurrentClip >= currentContainer.Sounds.Length)
                {
                    currentContainer.CurrentClip = 0;
                }
            }

            // Return active time based on Looping or clip time.
            return(GetActiveTimeEstimate(currentClip, activeEvent, tempDelay));
        }
Example #5
0
        /// <summary>
        /// Coroutine for playing a clip after a delay (in seconds).
        /// </summary>
        /// <param name="audioClip">The clip to play.</param>
        /// <param name="emitter">The emitter to use.</param>
        /// <param name="delay">The amount of time in seconds to wait before playing audio clip.</param>
        /// <param name="activeEvent">The persistent reference to the event as long as it is playing.</param>
        /// <returns>The coroutine.</returns>
        private IEnumerator PlayClipDelayedCoroutine(UAudioClip audioClip, AudioSource emitter, float delay, ActiveEvent activeEvent)
        {
            yield return(new WaitForSeconds(delay));

            if (this.ActiveEvents.Contains(activeEvent))
            {
                emitter.PlayClip(audioClip.Sound, audioClip.Looping);
            }
        }
Example #6
0
        /// <summary>
        /// Calculates the estimated active time for an ActiveEvent playing the given clip.
        /// </summary>
        /// <param name="audioClip">The clip being played.</param>
        /// <param name="activeEvent">The event being played.</param>
        /// <param name="additionalDelay">The delay before playing in seconds.</param>
        /// <returns>The estimated active time of the event based on Looping or clip time. If Looping, this will return InfiniteLoop.</returns>
        private static float GetActiveTimeEstimate(UAudioClip audioClip, ActiveEvent activeEvent, float additionalDelay)
        {
            if (audioClip.Looping || activeEvent.AudioEvent.Container.Looping || additionalDelay == InfiniteLoop)
            {
                return(InfiniteLoop);
            }
            else
            {
                float pitchAdjustedClipLength = activeEvent.PrimarySource.pitch != 0 ? (audioClip.Sound.length / activeEvent.PrimarySource.pitch) : 0;

                // Restrict non-Looping ActiveTime values to be non-negative.
                return(Mathf.Max(0.0f, pitchAdjustedClipLength + activeEvent.AudioEvent.InstanceTimeBuffer + additionalDelay));
            }
        }
Example #7
0
        /// <summary>
        /// Coroutine for "continuous" sequence containers that alternates between two sources to crossfade clips for continuous playlist Looping.
        /// </summary>
        /// <param name="audioContainer">The audio container.</param>
        /// <param name="activeEvent">The persistent reference to the event as long as it is playing.</param>
        /// <param name="waitTime">The time in seconds to wait before switching AudioSources to crossfading.</param>
        /// <returns>The coroutine.</returns>
        private IEnumerator ContinueSequenceContainerCoroutine(AudioContainer audioContainer, ActiveEvent activeEvent, float waitTime)
        {
            while (!activeEvent.CancelEvent)
            {
                yield return(new WaitForSeconds(waitTime));

                UAudioClip tempClip = audioContainer.Sounds[audioContainer.CurrentClip];
                if (tempClip.Sound == null)
                {
                    Debug.LogErrorFormat(this, "Sound clip in event \"{0}\" is null!", activeEvent.AudioEvent.Name);
                    waitTime = 0;
                }
                else
                {
                    // Play on primary source.
                    if (activeEvent.PlayingAlt)
                    {
                        activeEvent.PrimarySource.volume = 0f;
                        activeEvent.VolDest     = activeEvent.AudioEvent.VolumeCenter;
                        activeEvent.AltVolDest  = 0f;
                        activeEvent.CurrentFade = audioContainer.CrossfadeTime;
                        waitTime = (tempClip.Sound.length / activeEvent.PrimarySource.pitch) - audioContainer.CrossfadeTime;
                        PlayClipAndGetTime(tempClip, activeEvent.PrimarySource, activeEvent);
                    }
                    // Play on secondary source.
                    else
                    {
                        activeEvent.SecondarySource.volume = 0f;
                        activeEvent.AltVolDest             = activeEvent.AudioEvent.VolumeCenter;
                        activeEvent.VolDest     = 0f;
                        activeEvent.CurrentFade = audioContainer.CrossfadeTime;
                        waitTime = (tempClip.Sound.length / activeEvent.SecondarySource.pitch) - audioContainer.CrossfadeTime;
                        PlayClipAndGetTime(tempClip, activeEvent.SecondarySource, activeEvent);
                    }
                }

                audioContainer.CurrentClip++;

                if (audioContainer.CurrentClip >= audioContainer.Sounds.Length)
                {
                    audioContainer.CurrentClip = 0;
                }

                activeEvent.PlayingAlt = !activeEvent.PlayingAlt;
            }
        }
Example #8
0
        /// <summary>
        /// Choose a random sound from a container and play, calling the Looping coroutine to constantly choose new audio clips when current clip ends.
        /// </summary>
        /// <param name="audioContainer">The audio container.</param>
        /// <param name="emitter">The emitter to use.</param>
        /// <param name="activeEvent">The persistent reference to the event as long as it is playing.</param>
        private void PlayContinuousRandomContainer(AudioContainer audioContainer, AudioSource emitter, ActiveEvent activeEvent)
        {
            audioContainer.CurrentClip = Random.Range(0, audioContainer.Sounds.Length);
            UAudioClip tempClip = audioContainer.Sounds[audioContainer.CurrentClip];

            activeEvent.PrimarySource.volume = 0f;
            activeEvent.VolDest     = activeEvent.AudioEvent.VolumeCenter;
            activeEvent.AltVolDest  = 0f;
            activeEvent.CurrentFade = audioContainer.CrossfadeTime;

            float waitTime = (tempClip.Sound.length / emitter.pitch) - activeEvent.AudioEvent.Container.CrossfadeTime;

            // Ignore clip delay since container is continuous.
            PlayClipAndGetTime(tempClip, emitter, activeEvent);
            activeEvent.ActiveTime = InfiniteLoop;
            StartCoroutine(RecordEventInstanceCoroutine(activeEvent));
            audioContainer.CurrentClip++;
            if (audioContainer.CurrentClip >= audioContainer.Sounds.Length)
            {
                audioContainer.CurrentClip = 0;
            }
            StartCoroutine(ContinueRandomContainerCoroutine(audioContainer, activeEvent, waitTime));
        }