Files
2025-06-09 23:23:13 +08:00

129 lines
3.8 KiB
C#

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