Музыка есть
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@@ -12,7 +12,7 @@ namespace Code.Audio
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{
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public class AudioFactory : IAudioFactory
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{
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private AssetReference _audioMixerPrefab;
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public AudioMixer AudioMixer { get; private set; }
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private AssetReference _audioSourcePrefab;
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private AssetReference[] _peacefulSoundtrack;
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@@ -29,43 +29,42 @@ namespace Code.Audio
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private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
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private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
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private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
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public List<AudioClip> PeacefulMusic { get; private set; }
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public List<AudioClip> ActionMusic { get; private set; }
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public List<AudioClip> MenuMusic { get; private set; }
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public List<AudioClip> SFXAudios { get; private set; }
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public List<AudioClip> EnemiesAudios { get; private set; }
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public List<AudioClip> DispatcherAudios { get; private set; }
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public List<AudioClip> PeacefulMusic { get; private set; } = new();
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public List<AudioClip> ActionMusic { get; private set; } = new();
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public List<AudioClip> MenuMusic { get; private set; } = new();
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public List<AudioClip> SFXAudios { get; private set; } = new();
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public List<AudioClip> EnemiesAudios { get; private set; } = new();
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public List<AudioClip> DispatcherAudios { get; private set; } = new();
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public AudioFactory(AudioMixerConfig audioMixerConfig,
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SoundtrackListConfig soundtrackListConfig,
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SFXListConfig sfxListConfig,
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EnemiesSoundListConfig enemiesSoundListConfig,
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DispatcherSoundListConfig dispatcherSoundListConfig,
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CharacterSoundListConfig characterSoundListConfig)
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DispatcherSoundListConfig dispatcherSoundListConfig//, CharacterSoundListConfig characterSoundListConfig
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)
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{
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_audioMixerPrefab = audioMixerConfig.audioMixerPrefab;
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AudioMixer = audioMixerConfig.audioMixerAsset;
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_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
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_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
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_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
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_actionSoundtrack = soundtrackListConfig.menuSoundtrack;
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_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
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_SFX = sfxListConfig.SFX;
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_enemies = enemiesSoundListConfig.enemies;
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_dispatcher = dispatcherSoundListConfig.dispatcher;
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_character = characterSoundListConfig.character;
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// _character = characterSoundListConfig.character;
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}
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public async UniTask<AudioMixer> CreateMixer()
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{
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AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
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Object.DontDestroyOnLoad(audioMixer);
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return audioMixer;
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}
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// public async UniTask<AudioMixer> CreateMixer()
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// {
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// AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
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//
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// return audioMixer;
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// }
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public async UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback) => callback?.Invoke(await Addressables.LoadAssetAsync<AudioSource>(_audioSourcePrefab));
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public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
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callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
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public async UniTaskVoid WarmGameplayMusic(Action callback)
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{
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@@ -88,8 +87,8 @@ namespace Code.Audio
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public async UniTaskVoid WarmMenuMusic(Action callback)
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{
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_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded);
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_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
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// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
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await _menuMusicHandle.ToUniTask();
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callback?.Invoke();
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@@ -98,6 +97,7 @@ namespace Code.Audio
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public void ReleaseMenuMusic()
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{
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MenuMusic.Clear();
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// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
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_menuMusicHandle.Release();
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}
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public async UniTaskVoid WarmSFX(Action callback)
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@@ -1,7 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Code.Configs;
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using Code.Constants;
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using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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@@ -32,22 +35,16 @@ namespace Code.Audio
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private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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public AudioService(AudioFactory audioFactory)
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public AudioService(IAudioFactory audioFactory)
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{
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_audioFactory = audioFactory;
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}
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public async void Initialize(Action callback)
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public async UniTaskVoid Initialize(Action callback)
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{
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_mixer = await _audioFactory.CreateMixer();
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// _mixer = await _audioFactory.CreateMixer();
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_mixer = _audioFactory.AudioMixer;
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MixerCreated();
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callback?.Invoke();
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}
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private void MixerCreated()
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{
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_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
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_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
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_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
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@@ -60,10 +57,13 @@ namespace Code.Audio
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_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
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_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
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_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
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_audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
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await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
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InitializeMusicSources();
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callback?.Invoke();
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}
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private void InitializeMusicSources()
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@@ -86,10 +86,128 @@ namespace Code.Audio
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_peacefulMusicSource.Play();
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_actionMusicSource.Play();
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}
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public void TransitToSnapshot(AudioSnapshotState state)
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public void PlayRandomMenuMusic()
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{
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_snapshots[state].TransitionTo(1f);
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TransitToSnapshot(AudioSnapshotState.Peaceful);
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_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
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_peacefulMusicSource.Play();
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}
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private CancellationTokenSource _menuMusicTokenSource = new();
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public async UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins()
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{
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TransitToSnapshot(AudioSnapshotState.Peaceful);
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_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
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_peacefulMusicSource.Play();
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await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _menuMusicTokenSource.Token);
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if (_menuMusicTokenSource.IsCancellationRequested)
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{
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_menuMusicTokenSource.Dispose();
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_menuMusicTokenSource = new();
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return;
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}
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PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
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}
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private CancellationTokenSource _peacefulMusicTokenSource = new();
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public async UniTaskVoid PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins()
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{
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TransitToSnapshot(AudioSnapshotState.Peaceful);
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_peacefulMusicSource.resource = _audioFactory.PeacefulMusic[Random.Range(0, _audioFactory.PeacefulMusic.Count)];
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_peacefulMusicSource.Play();
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await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _peacefulMusicTokenSource.Token);
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if (_peacefulMusicTokenSource.IsCancellationRequested)
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{
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_peacefulMusicTokenSource.Dispose();
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_peacefulMusicTokenSource = new();
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return;
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}
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PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
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}
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private CancellationTokenSource _actionMusicTokenSource = new();
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public async UniTaskVoid PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins()
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{
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TransitToSnapshot(AudioSnapshotState.Action);
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_actionMusicSource.resource = _audioFactory.ActionMusic[Random.Range(0, _audioFactory.ActionMusic.Count)];
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_actionMusicSource.Play();
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await UniTask.WaitUntilValueChanged(_actionMusicSource, _ => _actionMusicSource.isPlaying, cancellationToken: _actionMusicTokenSource.Token);
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if (_actionMusicTokenSource.IsCancellationRequested)
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{
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_actionMusicTokenSource.Dispose();
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_actionMusicTokenSource = new();
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return;
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}
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PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
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}
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public void StopMusic()
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{
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_peacefulMusicSource.Stop();
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_actionMusicSource.Stop();
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}
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public void GladlyAskToStopMusic(Action callback = null)
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{
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TransitToSnapshot(AudioSnapshotState.None);
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_peacefulMusicSource.Stop();
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_actionMusicSource.Stop();
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callback?.Invoke();
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}
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public async UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null)
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{
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TransitToSnapshot(AudioSnapshotState.None);
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await UniTask.WaitForSeconds(1f);
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_peacefulMusicSource.Stop();
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_menuMusicTokenSource.Cancel();
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callback?.Invoke();
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}
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public async UniTaskVoid GladlyAskToStopActionMusic(Action callback = null)
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{
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TransitToSnapshot(AudioSnapshotState.None);
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await UniTask.WaitForSeconds(1f);
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_actionMusicSource.Stop();
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_actionMusicTokenSource.Cancel();
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callback?.Invoke();
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}
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public async UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null)
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{
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TransitToSnapshot(AudioSnapshotState.None);
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await UniTask.WaitForSeconds(1f);
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_peacefulMusicSource.Stop();
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_peacefulMusicTokenSource.Cancel();
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callback?.Invoke();
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}
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public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
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{
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_snapshots[state].TransitionTo(time);
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}
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -2,6 +2,7 @@ namespace Code.Audio
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{
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public enum AudioSnapshotState
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{
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None,
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Peaceful,
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Action
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}
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@@ -9,9 +9,9 @@ namespace Code.Audio
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{
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// The pool holds plain GameObjects (you can swap this for any component type).
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private IObjectPool<AudioSource> _pool;
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private AudioSource _sourcePrefab;
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private GameObject _sourcePrefab;
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public void Initialize(AudioSource sourcePrefab)
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public void Initialize(GameObject sourcePrefab)
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{
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_sourcePrefab = sourcePrefab;
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@@ -30,7 +30,7 @@ namespace Code.Audio
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// Creates a new pooled GameObject the first time (and whenever the pool needs more).
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private AudioSource CreateItem()
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{
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AudioSource audioSource = Object.Instantiate(_sourcePrefab);
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AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
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audioSource.name = "PooledAudioSource";
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Object.DontDestroyOnLoad(audioSource);
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return audioSource;
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@@ -14,8 +14,8 @@ namespace Code.Audio
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List<AudioClip> SFXAudios { get; }
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List<AudioClip> EnemiesAudios { get; }
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List<AudioClip> DispatcherAudios { get; }
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UniTask<AudioMixer> CreateMixer();
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UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback);
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AudioMixer AudioMixer { get; }
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UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
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UniTaskVoid WarmGameplayMusic(Action callback);
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void ReleaseGameplayMusic();
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UniTaskVoid WarmMenuMusic(Action callback);
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@@ -1,15 +1,23 @@
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using System;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Code.Audio
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{
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public interface IAudioService
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{
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void Initialize(Action callback);
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UniTaskVoid Initialize(Action callback);
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void PlayRandomGameplayMusic();
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void TransitToSnapshot(AudioSnapshotState state);
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void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
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void PlaySFX(SFXSounds sfxId, Vector3 position);
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void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
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void PlayDispatcher(DispatcherSounds dispatcherSoundId);
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void PlayRandomMenuMusic();
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UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
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void StopMusic();
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void GladlyAskToStopMusic(Action callback = null);
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UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null);
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UniTaskVoid GladlyAskToStopActionMusic(Action callback = null);
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UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null);
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}
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}
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