129 lines
3.8 KiB
C#
129 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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namespace JBooth.MicroVerseCore
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{
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public static class IListExtensions
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{
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/// <summary>
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/// Shuffles the element order of the specified list.
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/// </summary>
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public static void Shuffle<T>(this IList<T> ts)
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{
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var count = ts.Count;
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var last = count - 1;
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for (var i = 0; i < last; ++i)
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{
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var r = UnityEngine.Random.Range(i, count);
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var tmp = ts[i];
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ts[i] = ts[r];
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ts[r] = tmp;
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}
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}
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}
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internal class ClipPlayer
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{
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public enum PlayOrder
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{
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Sequencial,
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Random
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}
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internal ClipPlayer(AudioClip[] c, AudioMixerGroup g, PlayOrder po)
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{
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clips = c;
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audioMixerGroup = g;
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playOrder = po;
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}
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List<AudioClip> clipList = new List<AudioClip>();
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AudioClip curClip;
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AudioClip[] clips;
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AudioMixerGroup audioMixerGroup;
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PlayOrder playOrder = PlayOrder.Random;
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AudioClip GetNextClip()
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{
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if (clips == null || clips.Length == 0)
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{
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Debug.LogError("Clip List is empty");
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return null;
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}
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if (clipList.Count == 0)
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{
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clipList.AddRange(clips);
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if (playOrder == PlayOrder.Random)
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{
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clipList.Shuffle();
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}
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}
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if (playOrder == PlayOrder.Random && clipList.Count == 1 && clips.Length > 1)
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{
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// random, no repeats
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var clip = clipList[0];
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clipList.Clear();
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clipList.AddRange(clips);
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clipList.Remove(clip);
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return clip;
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}
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AudioClip c = clipList[0];
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clipList.RemoveAt(0);
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return c;
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}
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float oldVolume = 0;
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AudioSource src;
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internal void UpdatePlayer(float audioLevel)
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{
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if (audioLevel <= 0 && oldVolume <= 0)
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return;
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audioLevel *= audioLevel;
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if (clips.Length > 0)
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{
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if (curClip == null)
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{
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curClip = GetNextClip();
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src = AmbianceMgr.GetAudioSource(curClip, clips.Length > 1);
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src.clip = curClip;
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src.outputAudioMixerGroup = audioMixerGroup;
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if (clips.Length == 1)
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src.loop = true;
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}
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if (oldVolume != audioLevel)
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{
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if (oldVolume <= 0 && audioLevel > 0)
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{
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src.Play();
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}
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else if (oldVolume > 0 && audioLevel <= 0)
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{
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src.Pause();
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}
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oldVolume = audioLevel;
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src.volume = audioLevel;
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}
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if (clips.Length > 1)
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{
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// TODO: this seems to produce a gap even though it should loop perfectly.
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double remainder = (double)(src.clip.samples - src.timeSamples)
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/ (double)src.clip.frequency;
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if (remainder < 1)
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{
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curClip = GetNextClip();
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src = AmbianceMgr.GetAudioSource(curClip, true);
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src.outputAudioMixerGroup = audioMixerGroup;
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src.PlayScheduled(AudioSettings.dspTime + remainder);
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}
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}
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}
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}
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}
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} |