using UnityEngine; using UnityEngine.Audio; public class AudioMaster : MonoBehaviour { public GameState GameState; public Options Options; public AudioMixer Mixer; public AudioMixerSnapshot PlayingSnapshot; public AudioMixerSnapshot PausedSnapshot; public AudioMixerSnapshot GameoverSnapshot; public float TransitionDuration; void Update() { float[] Weights = { GameState.Current == State.Playing ? 1 : 0, GameState.Current == State.Paused ? 1 : 0, GameState.Current == State.GameOver ? 1 : 0, }; AudioMixerSnapshot[] Snapshots = { PlayingSnapshot, PausedSnapshot, GameoverSnapshot, }; Mixer.TransitionToSnapshots(Snapshots, Weights, TransitionDuration); Mixer.SetFloat("Master Volume", ConvertRatioToDecibel(Options.MasterVolume)); Mixer.SetFloat("Campfire Volume", ConvertRatioToDecibel(Options.CampfireVolume)); Mixer.SetFloat("Ambient Volume", ConvertRatioToDecibel(Options.AmbientVolume)); Mixer.SetFloat("Footstep Volume", ConvertRatioToDecibel(Options.FootstepVolume)); Mixer.SetFloat("Diary Volume", ConvertRatioToDecibel(Options.DiaryVolume)); Mixer.SetFloat("Teleport Volume", ConvertRatioToDecibel(Options.TeleportVolume)); } private float ConvertRatioToDecibel(float x) { return (Mathf.Pow(x, 0.16f) - 1) * 60f; } }