quality-control/Assets/Scripts/Utils/CollisionSounds.cs

84 lines
2.2 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.Audio;
namespace Nothke.Audio
{
public class CollisionSounds : MonoBehaviour
{
const float RELATIVE_VELOCITY_TRESHOLD = 0.1f;
// impulse based, currently unused:
//const float IMPULSE_VOLUME_MULT = 0.00001f;
//const float IMPULSE_THRESHOLD = 1;
public CollisionSoundsProfile profile;
public float volumeVelocityMult = 0.05f;
public float timeout = 0.05f;
public float pitchMult = 1;
float lastTime;
public bool preventDoubleSound;
public AudioMixerGroup mixerGroup;
#if UNITY_EDITOR
private void Start()
{
if (!profile)
Debug.LogError("No collision sounds profile assigned", this);
}
#endif
public void ResetTimeout()
{
lastTime = Time.time;
}
void OnCollisionEnter(Collision collision)
{
if (!enabled)
return;
// Prevent sound in the first second
float time = Time.time;
if (time < 1)
return;
if (timeout > 0)
{
if (time - lastTime < timeout)
return;
lastTime = time;
}
if (preventDoubleSound)
{
var colSound = collision.collider.GetComponent<CollisionSounds>();
if (colSound)
colSound.ResetTimeout();
}
//float impulse = (collision.impulse / Time.fixedDeltaTime).magnitude;
//Debug.Log("Impulse: " + impulse);
//if (impulse < IMPULSE_THRESHOLD) return;
var relVel = collision.relativeVelocity.magnitude;
if (relVel < RELATIVE_VELOCITY_TRESHOLD)
return;
Debug.Assert(profile, "No collision sounds profile assigned", this);
// TODO: Move parameters to AudioManager:
profile.clips.Play(collision.GetContact(0).point,
volume: relVel * volumeVelocityMult,
pitch: Random.Range(0.95f, 1.05f) * pitchMult,
minDistance: 10, mixerGroup: mixerGroup);
}
}
}