Add ambient sounds

This commit is contained in:
Jens Pitkänen 2020-04-20 23:20:32 +03:00
parent 07891ba69f
commit 73d328e2e0
38 changed files with 423 additions and 33 deletions

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@ -1057,15 +1057,13 @@ MonoBehaviour:
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MaxCooldown: 8
TooManySoundsCount: 4
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AmbientNoiseCooldown: 0 AmbientNoiseCooldown: 0
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@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Unnamed Ambient Sound Effect", menuName = "Campfire/Ambient Sound Effect")]
public class AmbientEffect : ScriptableObject {
public AudioClip[] Clips;
public float Chance;
public int RollsSinceLast;
public float MinY;
public float MaxY;
public float MinDistance;
public float MaxDistance;
}

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@ -4,50 +4,60 @@ using UnityEngine;
public class AmbientSoundGenerator : MonoBehaviour { public class AmbientSoundGenerator : MonoBehaviour {
public GameObject AmbientSfxPrefab; public GameObject AmbientSfxPrefab;
public float MinDistance; public AmbientEffect[] Effects;
public float MaxDistance; public float Cooldown;
public AudioClip[] Clips;
[Header("Cooldown configuration")]
public float MinCooldown;
public float MaxCooldown;
public int TooManySoundsCount;
[Tooltip("")]
public float TrackingDuration;
[Header("Runtime values")] [Header("Runtime values")]
public float AmbientNoiseCooldown = 0f; public float AmbientNoiseCooldown = 0f;
public float Roll = 0f;
private Transform World; private Transform World;
private List<float> SoundTimes = new List<float>();
private float[] CumulativeChances;
private float TotalCumulativeChance;
private int[] RollsSince;
private void Awake() { private void Awake() {
World = GameObject.FindGameObjectWithTag("World").transform; World = GameObject.FindGameObjectWithTag("World").transform;
CumulativeChances = new float[Effects.Length];
TotalCumulativeChance = 0;
for (int I = 0; I < Effects.Length; I++) {
CumulativeChances[I] = TotalCumulativeChance;
TotalCumulativeChance += Effects[I].Chance;
}
RollsSince = new int[Effects.Length];
} }
private void Update() { private void Update() {
AmbientNoiseCooldown -= Time.deltaTime; AmbientNoiseCooldown -= Time.deltaTime;
if (AmbientNoiseCooldown <= 0) { if (AmbientNoiseCooldown <= 0) {
AmbientNoiseCooldown += Random.Range(MinCooldown, MaxCooldown) + TrackingDuration * Mathf.Pow(SoundTimes.Count / TooManySoundsCount, 2); AmbientNoiseCooldown += Cooldown;
int RemoveUntil = -1; Roll = Random.Range(0, TotalCumulativeChance);
for (int I = 0; I < SoundTimes.Count; I++) { AmbientEffect Effect = null;
if (Time.time - SoundTimes[I] > TrackingDuration) { for (int I = CumulativeChances.Length - 1; I >= 0; I--) {
RemoveUntil = I; if (Roll >= CumulativeChances[I]) {
if (Effects[I].RollsSinceLast <= RollsSince[I]) {
Effect = Effects[I];
RollsSince[I] = -1;
} else { } else {
Effect = Effects[0];
}
break; break;
} }
} }
SoundTimes.RemoveRange(0, RemoveUntil + 1);
SoundTimes.Add(Time.time);
float Distance = Random.Range(MinDistance, MaxDistance); for (int I = 0; I < RollsSince.Length; I++) {
RollsSince[I]++;
}
float Distance = Random.Range(Effect.MinDistance, Effect.MaxDistance);
float Rads = Random.Range(0, 2 * Mathf.PI); float Rads = Random.Range(0, 2 * Mathf.PI);
Vector3 Offset = new Vector3(Mathf.Cos(Rads) * Distance, Random.Range(0f, 5f), Mathf.Sin(Rads) * Distance); Vector3 Offset = new Vector3(Mathf.Cos(Rads) * Distance, Random.Range(Effect.MinY, Effect.MaxY), Mathf.Sin(Rads) * Distance);
GameObject Obj = Instantiate(AmbientSfxPrefab, transform.position + Offset, new Quaternion(), World); GameObject Obj = Instantiate(AmbientSfxPrefab, transform.position + Offset, new Quaternion(), World);
AudioSource Sfx = Obj.GetComponent<AudioSource>(); AudioSource Sfx = Obj.GetComponent<AudioSource>();
if (Sfx != null) { if (Sfx != null && Effect.Clips.Length > 0) {
Sfx.clip = Clips[Random.Range(0, Clips.Length)]; Sfx.clip = Effect.Clips[Random.Range(0, Effect.Clips.Length)];
Sfx.volume = Mathf.Sqrt(Random.Range(0.3f, 1f)); Sfx.volume = Mathf.Sqrt(Random.Range(0.3f, 1f));
Sfx.Play(); Sfx.Play();
} }

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@ -39,7 +39,6 @@ public class StickSpawner : MonoBehaviour {
var dir = transform.position - Player.transform.position; var dir = transform.position - Player.transform.position;
if ((Vector3.Angle(Player.transform.forward, dir) > StickSpawnAngle) || dir.magnitude > StickSpawnMinDistance && Random.value <= StickSpawnChance) { if ((Vector3.Angle(Player.transform.forward, dir) > StickSpawnAngle) || dir.magnitude > StickSpawnMinDistance && Random.value <= StickSpawnChance) {
Debug.Log("Spawned");
CanSpawnNew = false; CanSpawnNew = false;
var Stick = GameObject.Instantiate(StickPrefab, transform.position + Vector3.up * 2, Random.rotation); var Stick = GameObject.Instantiate(StickPrefab, transform.position + Vector3.up * 2, Random.rotation);
SpawnedStick = Stick.GetComponent<Item>(); SpawnedStick = Stick.GetComponent<Item>();

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External assets used: 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/ - Footsteps by revolt2563: https://freesound.org/people/revolt2563/sounds/352870/