Add ambient sounds
This commit is contained in:
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07891ba69f
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@ -1057,15 +1057,13 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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AmbientSfxPrefab: {fileID: 5362017482645399226, guid: 2b1540a91810a824f95d38d8a1dce667,
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type: 3}
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MinDistance: 4
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MaxDistance: 15
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Clips:
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- {fileID: 8300000, guid: abcd384e5671295429f1f9e38f53c67d, type: 3}
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MinCooldown: 1
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MaxCooldown: 8
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TooManySoundsCount: 4
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TrackingDuration: 14
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Effects:
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- {fileID: 11400000, guid: 1e8a50f126551b144b536b2643d4f38c, type: 2}
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- {fileID: 11400000, guid: 0247f0f621e470f419aa3b48a8ab69d8, type: 2}
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Cooldown: 2
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AmbientNoiseCooldown: 0
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Roll: 0
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14
Assets/Scripts/AmbientEffect.cs
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14
Assets/Scripts/AmbientEffect.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "Unnamed Ambient Sound Effect", menuName = "Campfire/Ambient Sound Effect")]
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public class AmbientEffect : ScriptableObject {
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public AudioClip[] Clips;
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public float Chance;
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public int RollsSinceLast;
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public float MinY;
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public float MaxY;
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public float MinDistance;
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public float MaxDistance;
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}
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11
Assets/Scripts/AmbientEffect.cs.meta
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Assets/Scripts/AmbientEffect.cs.meta
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@ -4,50 +4,60 @@ using UnityEngine;
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public class AmbientSoundGenerator : MonoBehaviour {
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public GameObject AmbientSfxPrefab;
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public float MinDistance;
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public float MaxDistance;
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public AudioClip[] Clips;
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[Header("Cooldown configuration")]
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public float MinCooldown;
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public float MaxCooldown;
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public int TooManySoundsCount;
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[Tooltip("")]
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public float TrackingDuration;
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public AmbientEffect[] Effects;
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public float Cooldown;
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[Header("Runtime values")]
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public float AmbientNoiseCooldown = 0f;
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public float Roll = 0f;
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private Transform World;
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private List<float> SoundTimes = new List<float>();
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private float[] CumulativeChances;
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private float TotalCumulativeChance;
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private int[] RollsSince;
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private void Awake() {
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World = GameObject.FindGameObjectWithTag("World").transform;
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CumulativeChances = new float[Effects.Length];
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TotalCumulativeChance = 0;
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for (int I = 0; I < Effects.Length; I++) {
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CumulativeChances[I] = TotalCumulativeChance;
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TotalCumulativeChance += Effects[I].Chance;
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}
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RollsSince = new int[Effects.Length];
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}
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private void Update() {
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AmbientNoiseCooldown -= Time.deltaTime;
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if (AmbientNoiseCooldown <= 0) {
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AmbientNoiseCooldown += Random.Range(MinCooldown, MaxCooldown) + TrackingDuration * Mathf.Pow(SoundTimes.Count / TooManySoundsCount, 2);
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AmbientNoiseCooldown += Cooldown;
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int RemoveUntil = -1;
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for (int I = 0; I < SoundTimes.Count; I++) {
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if (Time.time - SoundTimes[I] > TrackingDuration) {
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RemoveUntil = I;
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} else {
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Roll = Random.Range(0, TotalCumulativeChance);
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AmbientEffect Effect = null;
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for (int I = CumulativeChances.Length - 1; I >= 0; I--) {
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if (Roll >= CumulativeChances[I]) {
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if (Effects[I].RollsSinceLast <= RollsSince[I]) {
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Effect = Effects[I];
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RollsSince[I] = -1;
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} else {
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Effect = Effects[0];
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}
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break;
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}
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}
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SoundTimes.RemoveRange(0, RemoveUntil + 1);
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SoundTimes.Add(Time.time);
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float Distance = Random.Range(MinDistance, MaxDistance);
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for (int I = 0; I < RollsSince.Length; I++) {
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RollsSince[I]++;
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}
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float Distance = Random.Range(Effect.MinDistance, Effect.MaxDistance);
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float Rads = Random.Range(0, 2 * Mathf.PI);
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Vector3 Offset = new Vector3(Mathf.Cos(Rads) * Distance, Random.Range(0f, 5f), Mathf.Sin(Rads) * Distance);
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Vector3 Offset = new Vector3(Mathf.Cos(Rads) * Distance, Random.Range(Effect.MinY, Effect.MaxY), Mathf.Sin(Rads) * Distance);
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GameObject Obj = Instantiate(AmbientSfxPrefab, transform.position + Offset, new Quaternion(), World);
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AudioSource Sfx = Obj.GetComponent<AudioSource>();
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if (Sfx != null) {
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Sfx.clip = Clips[Random.Range(0, Clips.Length)];
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if (Sfx != null && Effect.Clips.Length > 0) {
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Sfx.clip = Effect.Clips[Random.Range(0, Effect.Clips.Length)];
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Sfx.volume = Mathf.Sqrt(Random.Range(0.3f, 1f));
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Sfx.Play();
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}
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@ -39,7 +39,6 @@ public class StickSpawner : MonoBehaviour {
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var dir = transform.position - Player.transform.position;
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if ((Vector3.Angle(Player.transform.forward, dir) > StickSpawnAngle) || dir.magnitude > StickSpawnMinDistance && Random.value <= StickSpawnChance) {
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Debug.Log("Spawned");
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CanSpawnNew = false;
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var Stick = GameObject.Instantiate(StickPrefab, transform.position + Vector3.up * 2, Random.rotation);
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SpawnedStick = Stick.GetComponent<Item>();
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Assets/Sounds/Ambient/BirdTakeoff01.ogg
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Assets/Sounds/Ambient/Owl.meta
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30
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20
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External assets used:
|
||||
- Campfire sounds from the Yle archive: https://freesound.org/people/YleArkisto/sounds/299266/
|
||||
- From the Yle archive:
|
||||
- Campfire: https://freesound.org/people/YleArkisto/sounds/299266/
|
||||
- Owl: https://freesound.org/people/YleArkisto/sounds/338716/
|
||||
- Bird takeoff: https://freesound.org/people/YleArkisto/sounds/388973/
|
||||
- Footsteps by revolt2563: https://freesound.org/people/revolt2563/sounds/352870/
|
||||
|
Loading…
Reference in New Issue
Block a user