2019-08-18 23:26:49 +02:00
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Saltosion.OneWeapon.Utils;
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namespace Saltosion.OneWeapon.Audio {
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public enum MusicTrack {
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None = -1,
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Elevator = 0,
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SetFireToReality, // 1, and so on
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SpaceDimensions,
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ThrustSequence,
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}
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public enum AmbienceTrack {
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None = -1,
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Dark = 0,
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}
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enum Channel {
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Music, Ambience, Count
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}
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public class MusicPlayer : MonoBehaviour {
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private static MusicPlayer Singleton;
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2019-08-21 23:16:24 +02:00
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private static int SingletonSceneIndex = -1;
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2019-08-18 23:26:49 +02:00
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[Header("Audio files")]
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public AudioClip[] MusicClips;
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public AudioClip[] AmbienceClips;
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[Header("Other")]
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public MusicChannelPlayer ChannelPlayerForMusic;
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public MusicChannelPlayer ChannelPlayerForAmbience;
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public MusicTrack DebugMusicTrack = MusicTrack.None;
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public bool DebugSetMusicTrack = false;
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public AmbienceTrack DebugAmbienceTrack = AmbienceTrack.None;
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public bool DebugSetAmbienceTrack = false;
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private MusicChannelPlayer[] Channels;
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private void Start() {
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int Index = SceneManager.GetActiveScene().buildIndex;
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if (SingletonSceneIndex == Index) {
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Debug.LogWarning($"The scene '{SceneManager.GetActiveScene().name}' has multiple MusicPlayers!\nOnly the last to run Start() will be used.");
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}
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SingletonSceneIndex = Index;
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Singleton = this;
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Channels = new MusicChannelPlayer[(int)Channel.Count];
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Channels[(int)Channel.Music] = ChannelPlayerForMusic;
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Channels[(int)Channel.Ambience] = ChannelPlayerForAmbience;
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}
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private void Update() {
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ChannelPlayerForMusic.Volume = Options.MusicVolume;
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ChannelPlayerForAmbience.Volume = Options.AmbienceVolume;
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if (DebugSetMusicTrack) {
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DebugSetMusicTrack = false;
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SetMusicTrack(DebugMusicTrack, true);
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}
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if (DebugSetAmbienceTrack) {
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DebugSetAmbienceTrack = false;
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SetAmbienceTrack(DebugAmbienceTrack, true);
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}
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}
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private void SetChannelTrack(Channel channel, AudioClip clip, bool fade) {
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int channelIndex = (int)channel;
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if (Channels[channelIndex].CurrentlyPlaying) {
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Channels[channelIndex].FadingOut = fade;
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}
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if (clip != null) {
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Channels[channelIndex].FadingIn = fade;
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Channels[channelIndex].NextClip = clip;
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}
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}
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public static void SetMusicTrack(MusicTrack track, bool fade) {
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Singleton.SetChannelTrack(Channel.Music, track == MusicTrack.None ? null : Singleton.MusicClips[(int)track], fade);
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}
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public static void SetAmbienceTrack(AmbienceTrack track, bool fade) {
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Singleton.SetChannelTrack(Channel.Ambience, track == AmbienceTrack.None ? null : Singleton.AmbienceClips[(int)track], fade);
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}
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}
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}
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