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Khauvinkh 2024-08-17 20:39:44 +02:00
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Assets/Scripts/NAudio.cs Normal file
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///
/// NAudio by Nothke
/// Simple clip playing and audio source creation in a single line
///
/// See function summaries and examples for usage
///
/// DEFINES:
///
/// Pooling creates a few sources on start and saves them in a queue, reusing them on every play,
/// so sources are not created and destroyed every time played, freeing GC.
/// If you don't want to use pooling, comment this line:
#define POOLING
/// If you are using native audio spatializer, uncomment following line. It will enable spatialization in sources
//#define ENABLE_SPATIALIZER_API
/// If using Oculus audio - ONSP, uncomment following line. It will add the ONSPAudioSource script to sources
//#define USE_OCULUS_AUDIO
//#define SEEK_NOT_PLAYING_SOURCES
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public static class NAudio
{
#if POOLING
public static Queue<AudioSource> sourcePool;
const int POOL_SIZE = 50;
#else
// Just to make sure destroy won't cut the sound short in case of an increased latency
const float DESTROY_AFTER_MARGIN_SECONDS = 0.2f;
#endif
const float DEFAULT_MIN_DISTANCE = 1;
const float DEFAULT_SPREAD = 0;
public static Transform root;
#if POOLING
static AudioSource GetNextSource()
{
AudioSource source = sourcePool.Dequeue();
sourcePool.Enqueue(source);
#if SEEK_NOT_PLAYING_SOURCES
int search = 0;
while (source.isPlaying)
{
source = sourcePool.Dequeue();
sourcePool.Enqueue(source);
if (search >= POOL_SIZE)
{
Debug.LogError("All sounds are playing, increase the pool size");
break;
}
search++;
}
#endif
return source;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void InitializePool()
{
InitializePool(POOL_SIZE);
}
public static void InitializePool(int size)
{
if (sourcePool != null && sourcePool.Count > 0)
{
//Debug.LogWarning("Pool already exists");
foreach (var source in sourcePool)
{
if (source)
{
Object.Destroy(source);
}
}
}
sourcePool = new Queue<AudioSource>(size);
GameObject rootGO = new GameObject("NAudio_Pool");
root = rootGO.transform;
for (int i = 0; i < size; i++)
{
sourcePool.Enqueue(CreateSource(root));
}
}
#endif
/// <summary>
/// Plays a clip at a position with properties
/// </summary>
/// <param name="clip">Clip to play</param>
/// <param name="position">Position at which it will be played</param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
/// <param name="spread">How 'wide' the panning will be in 3d. 0 means it will be heard from only one direction, 180 is all around, 360 is opposite direction.</param>
/// <param name="minDistance">The distance at which source volume will be 1 and falloff. Technically this is the sound intensity.</param>
/// <param name="mixerGroup">Add source to mixer group</param>
/// <param name="parent">A transform to attach source to. Position is still world position before parenting.</param>
/// <returns></returns>
public static AudioSource Play(
this AudioClip clip,
Vector3 position,
float volume = 1,
float pitch = 1,
float spread = DEFAULT_SPREAD,
float minDistance = DEFAULT_MIN_DISTANCE,
AudioMixerGroup mixerGroup = null,
Transform parent = null)
{
if (volume == 0) return null;
if (pitch == 0) return null;
Debug.Assert(clip != null, "No AudioClip was passed");
#if POOLING
if (sourcePool == null)
InitializePool();
AudioSource source = GetNextSource();
if (!source) return null;
GameObject go = source.gameObject;
#else
GameObject go = new GameObject("AudioTemp");
AudioSource source = go.AddComponent<AudioSource>();
#endif
go.transform.position = position;
source.spatialBlend = 1; // Makes the source 3D
source.minDistance = minDistance;
source.loop = false;
source.clip = clip;
source.volume = volume;
source.pitch = pitch;
source.spread = spread;
source.dopplerLevel = 0;
source.outputAudioMixerGroup = mixerGroup;
if (parent)
source.transform.parent = parent;
#if ENABLE_SPATIALIZER_API
source.spatialize = true;
#endif
#if USE_OCULUS_AUDIO && !POOLING
source.gameObject.AddComponent<ONSPAudioSource>().SetParameters(ref source);
#endif
source.Play();
#if !POOLING
// Division by zero prevented at the top of the function
GameObject.Destroy(source.gameObject, clip.length * (1 / pitch) + DESTROY_AFTER_MARGIN_SECONDS);
#endif
return source;
}
/// <summary>
/// Plays a random AudioClip from an array at a position
/// </summary>
/// <param name="clips">An array of AudioClips</param>
/// <param name="position">Position at which it will be played</param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
/// <param name="spread">How 'wide' the panning will be in 3d. 0 means it will be heard from only one direction, 180 is all around, 360 is opposite direction.</param>
/// <param name="minDistance">The distance at which source volume will be 1 and falloff. Technically this is the sound intensity.</param>
/// <param name="mixerGroup">Add source to mixer group</param>
/// <param name="parent">A transform to attach source to. Position is still world position before parenting.</param>
/// <param name="noRepeatSwap">Swaps the order of array so that the same clip never plays twice in succession. Changes the order of clips in the input array.</param>
/// <returns></returns>
public static AudioSource Play(
this AudioClip[] clips, Vector3 position,
float volume = 1, float pitch = 1,
float spread = DEFAULT_SPREAD,
float minDistance = DEFAULT_MIN_DISTANCE,
AudioMixerGroup mixerGroup = null,
Transform parent = null,
bool noRepeatSwap = false)
{
Debug.Assert(clips != null, "NAudio: Clips array is null");
Debug.Assert(clips.Length != 0, "NAudio: No clips in array");
int i;
if (clips.Length == 0)
{
i = 0;
}
else if (noRepeatSwap)
{
i = Random.Range(1, clips.Length);
var tmp = clips[0];
clips[0] = clips[i];
clips[i] = tmp;
i = 0;
}
else
{
i = Random.Range(0, clips.Length);
}
return Play(clips[i], position, volume, pitch, spread, minDistance, mixerGroup, parent);
}
#region 2D
static AudioSource _source2D;
static AudioSource source2D
{
get
{
if (!_source2D)
_source2D = CreateSource(spatialBlend: 0, loop: false);
return _source2D;
}
}
public static AudioSource Play2D(
this AudioClip clip,
float volume = 1)
{
source2D.PlayOneShot(clip, volume);
return source2D;
}
public static AudioSource Play2D(
this AudioClip[] clips, float volume = 1)
{
source2D.PlayOneShot(clips[Random.Range(0, clips.Length)], volume);
return source2D;
}
public static AudioSource Play2D(
this AudioClip[] clips,
float volume = 1, float pitch = 1,
float spread = DEFAULT_SPREAD,
float minDistance = DEFAULT_MIN_DISTANCE,
AudioMixerGroup mixerGroup = null)
{
return Play(clips[Random.Range(0, clips.Length)], Vector3.zero, volume, pitch, spread, minDistance, mixerGroup);
}
#endregion
// AUDIO SOURCE CREATION
/// <summary>
/// Creates an audio source with parameters
/// </summary>
/// <param name="at">Creates a source object as a child to this transform</param>
/// <param name="clip">AudioClip that will be attached to this source and played when Play() is called</param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
/// <param name="loop"></param>
/// <param name="playAtStart"></param>
/// <param name="minDistance"></param>
/// <param name="spread"></param>
/// <param name="spatialBlend"></param>
/// <param name="mixerGroup"></param>
/// <returns></returns>
public static AudioSource CreateSource(
Transform at = null, AudioClip clip = null,
float volume = 1, float pitch = 1,
bool loop = true, bool playAtStart = false,
float minDistance = DEFAULT_MIN_DISTANCE,
float spread = DEFAULT_SPREAD,
float spatialBlend = 1,
AudioMixerGroup mixerGroup = null)
{
GameObject go = new GameObject("AudioLoop");
go.transform.parent = at;
go.transform.localPosition = Vector3.zero;
AudioSource source = go.AddComponent<AudioSource>();
source.loop = loop;
source.clip = clip;
source.volume = volume;
source.spatialBlend = spatialBlend;
source.spread = spread;
source.minDistance = minDistance;
source.playOnAwake = playAtStart;
source.outputAudioMixerGroup = mixerGroup;
#if USE_OCULUS_AUDIO
source.gameObject.AddComponent<ONSPAudioSource>().SetParameters(ref source);
#endif
return source;
}
public static void PlayRandomTime(this AudioSource source)
{
if (source.clip == null) return;
source.time = Random.Range(0, source.clip.length);
source.Play();
}
}

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