Музыка есть

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ThomasCharester committed 2025-11-13 23:13:41 +03:00
1 parent 557c4c3dee
commit 346dc97fef
67 files changed
+771 -63

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@@ -1,4 +1,5 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
@@ -14,7 +15,7 @@ namespace Code.App.AppStates
private PlayerHealth _playerHealth; private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney; private PlayerMoney _playerMoney;
private bool _uiLoaded, _sceneLoaded; private bool _uiLoaded, _sceneLoaded, _onGameplayMusicLoaded, _onActionMusicLoaded;
public GameplayState(AppStateMachineContext context) : base(context) public GameplayState(AppStateMachineContext context) : base(context)
{ {
@@ -22,7 +23,7 @@ namespace Code.App.AppStates
public override void EnterState() public override void EnterState()
{ {
_uiLoaded = _sceneLoaded = false; _uiLoaded = _sceneLoaded = _onActionMusicLoaded = _onGameplayMusicLoaded = false;
Context.UIService.LoadingScreen.Show(); Context.UIService.LoadingScreen.Show();
@@ -35,12 +36,23 @@ namespace Code.App.AppStates
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded); Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
Context.AudioFactory.WarmGameplayMusic(OnGameplayMusicLoaded);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
} }
private void OnGameplayMusicLoaded()
{
_onGameplayMusicLoaded = true;
// Context.AudioService.();
CheckIfLoaded();
}
private void OnSceneLoaded() private void OnSceneLoaded()
{ {
_sceneLoaded = true; _sceneLoaded = true;
@@ -1,4 +1,5 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates; using Code.Gameplay.Camera.CameraStates;
using Code.Input; using Code.Input;
@@ -14,14 +15,14 @@ namespace Code.App.AppStates
{ {
public class MainMenuState : BaseState<AppStateMachineContext> public class MainMenuState : BaseState<AppStateMachineContext>
{ {
private bool _uiLoaded, _sceneLoaded; private bool _uiLoaded, _sceneLoaded, _menuMusicLoaded;
public MainMenuState(AppStateMachineContext context) : base(context) public MainMenuState(AppStateMachineContext context) : base(context)
{ {
} }
public override void EnterState() public override void EnterState()
{ {
_uiLoaded = _sceneLoaded = false; _uiLoaded = _sceneLoaded = _menuMusicLoaded = false;
Context.UIService.LoadingScreen.Show(); Context.UIService.LoadingScreen.Show();
@@ -29,9 +30,20 @@ namespace Code.App.AppStates
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded); Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
Context.AudioFactory.WarmMenuMusic(MenuMusicLoaded);
Context.CameraStateMachine.SwitchState(CameraMode.Static); Context.CameraStateMachine.SwitchState(CameraMode.Static);
} }
private void MenuMusicLoaded()
{
_menuMusicLoaded = true;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.AudioService.PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
CheckIfLoaded();
}
private void PostUILoaded() private void PostUILoaded()
{ {
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame); ((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
@@ -60,7 +72,7 @@ namespace Code.App.AppStates
private void CheckIfLoaded() private void CheckIfLoaded()
{ {
if(!_uiLoaded || !_sceneLoaded) return; if(!_uiLoaded || !_sceneLoaded || !_menuMusicLoaded) return;
Context.UIService.LoadingScreen.Hide(); Context.UIService.LoadingScreen.Hide();
@@ -87,6 +99,7 @@ namespace Code.App.AppStates
public override void ExitState() public override void ExitState()
{ {
Context.InputService.DisableMap(ActionMappings.MainMenu); Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMenuMusic(Context.AudioFactory.ReleaseMenuMusic);
base.ExitState(); base.ExitState();
} }
@@ -1,5 +1,6 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Constants; using Code.Constants;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
@@ -32,6 +33,10 @@ namespace Code.App
InitializeCamera(containerBuilder, staticDataService); InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory)); containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService)); containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService)); containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap; containerBuilder.OnContainerBuilt += Bootstrap;
@@ -69,14 +74,23 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig)); containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig)); containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig)); containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas)); // containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[])); // containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
} }
private bool _onUiLoaded; private bool _onAudioLoaded;
private AppStateMachine _appStateMachine; private AppStateMachine _appStateMachine;
private void Bootstrap(Container container) private void Bootstrap(Container container)
{ {
container.Resolve<IAudioFactory>();
IAudioService audioService = container.Resolve<IAudioService>();
audioService.Initialize(OnAudioLoaded);
_appStateMachine = container.Resolve<AppStateMachine>(); _appStateMachine = container.Resolve<AppStateMachine>();
_appStateMachine.Initialize(); _appStateMachine.Initialize();
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container); AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
@@ -91,16 +105,21 @@ namespace Code.App
IUIService uiService = container.Resolve<IUIService>(); IUIService uiService = container.Resolve<IUIService>();
uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>()); uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
TryStartGame();
} }
private void TryStartGame() private void TryStartGame()
{ {
if (!_onAudioLoaded) return;
// TODO: поменяно для теста // TODO: поменяно для теста
_appStateMachine _appStateMachine
.SwitchState(AppState.MainMenu) .SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay); .AllowStateTransition(AppState.Gameplay);
} }
private void OnAudioLoaded()
{
_onAudioLoaded = true;
TryStartGame();
}
} }
} }
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Input; using Code.Input;
@@ -15,5 +16,7 @@ namespace Code.App.StateMachine
[Inject] public CameraStateMachine CameraStateMachine { get; private set; } [Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; } [Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; } [Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
} }
} }
@@ -12,7 +12,7 @@ namespace Code.Audio
{ {
public class AudioFactory : IAudioFactory public class AudioFactory : IAudioFactory
{ {
private AssetReference _audioMixerPrefab; public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab; private AssetReference _audioSourcePrefab;
private AssetReference[] _peacefulSoundtrack; private AssetReference[] _peacefulSoundtrack;
@@ -30,42 +30,41 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle; private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle; private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
public List<AudioClip> PeacefulMusic { get; private set; } public List<AudioClip> PeacefulMusic { get; private set; } = new();
public List<AudioClip> ActionMusic { get; private set; } public List<AudioClip> ActionMusic { get; private set; } = new();
public List<AudioClip> MenuMusic { get; private set; } public List<AudioClip> MenuMusic { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig, public AudioFactory(AudioMixerConfig audioMixerConfig,
SoundtrackListConfig soundtrackListConfig, SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig, SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig, EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig, DispatcherSoundListConfig dispatcherSoundListConfig//, CharacterSoundListConfig characterSoundListConfig
CharacterSoundListConfig characterSoundListConfig) )
{ {
_audioMixerPrefab = audioMixerConfig.audioMixerPrefab; AudioMixer = audioMixerConfig.audioMixerAsset;
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab; _audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack; _peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack; _actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_actionSoundtrack = soundtrackListConfig.menuSoundtrack; _menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX; _SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies; _enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher; _dispatcher = dispatcherSoundListConfig.dispatcher;
_character = characterSoundListConfig.character; // _character = characterSoundListConfig.character;
} }
public async UniTask<AudioMixer> CreateMixer() // public async UniTask<AudioMixer> CreateMixer()
{ // {
AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>(); // AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
//
// return audioMixer;
// }
Object.DontDestroyOnLoad(audioMixer); public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
return audioMixer;
}
public async UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback) => callback?.Invoke(await Addressables.LoadAssetAsync<AudioSource>(_audioSourcePrefab));
public async UniTaskVoid WarmGameplayMusic(Action callback) public async UniTaskVoid WarmGameplayMusic(Action callback)
{ {
@@ -88,8 +87,8 @@ namespace Code.Audio
public async UniTaskVoid WarmMenuMusic(Action callback) public async UniTaskVoid WarmMenuMusic(Action callback)
{ {
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded); _menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask(); await _menuMusicHandle.ToUniTask();
callback?.Invoke(); callback?.Invoke();
@@ -98,6 +97,7 @@ namespace Code.Audio
public void ReleaseMenuMusic() public void ReleaseMenuMusic()
{ {
MenuMusic.Clear(); MenuMusic.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release(); _menuMusicHandle.Release();
} }
public async UniTaskVoid WarmSFX(Action callback) public async UniTaskVoid WarmSFX(Action callback)
+132 -14
View File
@@ -1,7 +1,10 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using Code.Configs; using Code.Configs;
using Code.Constants; using Code.Constants;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
@@ -32,22 +35,16 @@ namespace Code.Audio
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new(); private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
public AudioService(AudioFactory audioFactory) public AudioService(IAudioFactory audioFactory)
{ {
_audioFactory = audioFactory; _audioFactory = audioFactory;
} }
public async void Initialize(Action callback) public async UniTaskVoid Initialize(Action callback)
{ {
_mixer = await _audioFactory.CreateMixer(); // _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer;
MixerCreated();
callback?.Invoke();
}
private void MixerCreated()
{
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]; _masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]; _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]; _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
@@ -60,10 +57,13 @@ namespace Code.Audio
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot); _snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot); _snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
_audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize); await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
InitializeMusicSources(); InitializeMusicSources();
callback?.Invoke();
} }
private void InitializeMusicSources() private void InitializeMusicSources()
@@ -86,10 +86,128 @@ namespace Code.Audio
_peacefulMusicSource.Play(); _peacefulMusicSource.Play();
_actionMusicSource.Play(); _actionMusicSource.Play();
} }
public void PlayRandomMenuMusic()
public void TransitToSnapshot(AudioSnapshotState state)
{ {
_snapshots[state].TransitionTo(1f); TransitToSnapshot(AudioSnapshotState.Peaceful);
_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
_peacefulMusicSource.Play();
}
private CancellationTokenSource _menuMusicTokenSource = new();
public async UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins()
{
TransitToSnapshot(AudioSnapshotState.Peaceful);
_peacefulMusicSource.resource = _audioFactory.MenuMusic[Random.Range(0, _audioFactory.MenuMusic.Count)];
_peacefulMusicSource.Play();
await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _menuMusicTokenSource.Token);
if (_menuMusicTokenSource.IsCancellationRequested)
{
_menuMusicTokenSource.Dispose();
_menuMusicTokenSource = new();
return;
}
PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
}
private CancellationTokenSource _peacefulMusicTokenSource = new();
public async UniTaskVoid PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins()
{
TransitToSnapshot(AudioSnapshotState.Peaceful);
_peacefulMusicSource.resource = _audioFactory.PeacefulMusic[Random.Range(0, _audioFactory.PeacefulMusic.Count)];
_peacefulMusicSource.Play();
await UniTask.WaitUntilValueChanged(_peacefulMusicSource, _ => _peacefulMusicSource.isPlaying, cancellationToken: _peacefulMusicTokenSource.Token);
if (_peacefulMusicTokenSource.IsCancellationRequested)
{
_peacefulMusicTokenSource.Dispose();
_peacefulMusicTokenSource = new();
return;
}
PlayRandomPeacefulMusicUntilHumanityWillBeDestroyedForTheySins();
}
private CancellationTokenSource _actionMusicTokenSource = new();
public async UniTaskVoid PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins()
{
TransitToSnapshot(AudioSnapshotState.Action);
_actionMusicSource.resource = _audioFactory.ActionMusic[Random.Range(0, _audioFactory.ActionMusic.Count)];
_actionMusicSource.Play();
await UniTask.WaitUntilValueChanged(_actionMusicSource, _ => _actionMusicSource.isPlaying, cancellationToken: _actionMusicTokenSource.Token);
if (_actionMusicTokenSource.IsCancellationRequested)
{
_actionMusicTokenSource.Dispose();
_actionMusicTokenSource = new();
return;
}
PlayRandomActionMusicUntilHumanityWillBeDestroyedForTheySins();
}
public void StopMusic()
{
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
}
public void GladlyAskToStopMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
callback?.Invoke();
}
public async UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
await UniTask.WaitForSeconds(1f);
_peacefulMusicSource.Stop();
_menuMusicTokenSource.Cancel();
callback?.Invoke();
}
public async UniTaskVoid GladlyAskToStopActionMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
await UniTask.WaitForSeconds(1f);
_actionMusicSource.Stop();
_actionMusicTokenSource.Cancel();
callback?.Invoke();
}
public async UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
await UniTask.WaitForSeconds(1f);
_peacefulMusicSource.Stop();
_peacefulMusicTokenSource.Cancel();
callback?.Invoke();
}
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
{
_snapshots[state].TransitionTo(time);
} }
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed #pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -2,6 +2,7 @@ namespace Code.Audio
{ {
public enum AudioSnapshotState public enum AudioSnapshotState
{ {
None,
Peaceful, Peaceful,
Action Action
} }
@@ -9,9 +9,9 @@ namespace Code.Audio
{ {
// The pool holds plain GameObjects (you can swap this for any component type). // The pool holds plain GameObjects (you can swap this for any component type).
private IObjectPool<AudioSource> _pool; private IObjectPool<AudioSource> _pool;
private AudioSource _sourcePrefab; private GameObject _sourcePrefab;
public void Initialize(AudioSource sourcePrefab) public void Initialize(GameObject sourcePrefab)
{ {
_sourcePrefab = sourcePrefab; _sourcePrefab = sourcePrefab;
@@ -30,7 +30,7 @@ namespace Code.Audio
// Creates a new pooled GameObject the first time (and whenever the pool needs more). // Creates a new pooled GameObject the first time (and whenever the pool needs more).
private AudioSource CreateItem() private AudioSource CreateItem()
{ {
AudioSource audioSource = Object.Instantiate(_sourcePrefab); AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
audioSource.name = "PooledAudioSource"; audioSource.name = "PooledAudioSource";
Object.DontDestroyOnLoad(audioSource); Object.DontDestroyOnLoad(audioSource);
return audioSource; return audioSource;
@@ -14,8 +14,8 @@ namespace Code.Audio
List<AudioClip> SFXAudios { get; } List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; } List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; } List<AudioClip> DispatcherAudios { get; }
UniTask<AudioMixer> CreateMixer(); AudioMixer AudioMixer { get; }
UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback); UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTaskVoid WarmGameplayMusic(Action callback); UniTaskVoid WarmGameplayMusic(Action callback);
void ReleaseGameplayMusic(); void ReleaseGameplayMusic();
UniTaskVoid WarmMenuMusic(Action callback); UniTaskVoid WarmMenuMusic(Action callback);
@@ -1,15 +1,23 @@
using System; using System;
using Cysharp.Threading.Tasks;
using UnityEngine; using UnityEngine;
namespace Code.Audio namespace Code.Audio
{ {
public interface IAudioService public interface IAudioService
{ {
void Initialize(Action callback); UniTaskVoid Initialize(Action callback);
void PlayRandomGameplayMusic(); void PlayRandomGameplayMusic();
void TransitToSnapshot(AudioSnapshotState state); void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
void PlaySFX(SFXSounds sfxId, Vector3 position); void PlaySFX(SFXSounds sfxId, Vector3 position);
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position); void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
void PlayDispatcher(DispatcherSounds dispatcherSoundId); void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void PlayRandomMenuMusic();
UniTaskVoid PlayRandomMenuMusicUntilHumanityWillBeDestroyedForTheySins();
void StopMusic();
void GladlyAskToStopMusic(Action callback = null);
UniTaskVoid GladlyAskToStopMenuMusic(Action callback = null);
UniTaskVoid GladlyAskToStopActionMusic(Action callback = null);
UniTaskVoid GladlyAskToStopPeacefulMusic(Action callback = null);
} }
} }
@@ -1,12 +1,13 @@
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
namespace Code.Configs namespace Code.Configs
{ {
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")] [CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
public class AudioMixerConfig : ScriptableObject public class AudioMixerConfig : ScriptableObject
{ {
public AssetReference audioMixerPrefab; public AudioMixer audioMixerAsset;
public AssetReference audioSourcePrefab; public AssetReference audioSourcePrefab;
} }
} }
@@ -24,5 +24,6 @@ namespace Code.Constants
public const string PeacefulSnapshot = "Peaceful"; public const string PeacefulSnapshot = "Peaceful";
public const string ActionSnapshot = "Action"; public const string ActionSnapshot = "Action";
public const string NoneSnapshot = "None";
} }
} }
@@ -10,13 +10,18 @@ namespace Code.StaticData
{ {
public interface IStaticDataService public interface IStaticDataService
{ {
void Load();
InputConfig InputConfig { get; }
AppConfig AppConfig { get; } AppConfig AppConfig { get; }
InputConfig InputConfig { get; }
CameraConfig CameraConfig { get; } CameraConfig CameraConfig { get; }
CharacterConfig CharacterConfig { get; } CharacterConfig CharacterConfig { get; }
UIConfig UIConfig { get; } UIConfig UIConfig { get; }
PlayerConfig PlayerConfig { get; } PlayerConfig PlayerConfig { get; }
AudioMixerConfig AudioMixerConfig { get; }
SoundtrackListConfig SoundtrackListConfig { get; }
SFXListConfig SFXListConfig { get; }
DispatcherSoundListConfig DispatcherSoundListConfig { get; }
EnemiesSoundListConfig EnemiesSoundListConfig { get; }
void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour; Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
} }
} }
@@ -15,6 +15,11 @@ namespace Code.StaticData
public CharacterConfig CharacterConfig { get; private set; } public CharacterConfig CharacterConfig { get; private set; }
public UIConfig UIConfig { get; private set; } public UIConfig UIConfig { get; private set; }
public PlayerConfig PlayerConfig { get; private set; } public PlayerConfig PlayerConfig { get; private set; }
public AudioMixerConfig AudioMixerConfig { get; private set; }
public SoundtrackListConfig SoundtrackListConfig { get; private set; }
public SFXListConfig SFXListConfig { get; private set; }
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public void Load() public void Load()
{ {
@@ -24,6 +29,17 @@ namespace Code.StaticData
CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig")); CharacterConfig = Resources.Load<CharacterConfig>(string.Format(StringPaths.ConfigSingle, "App", "CharacterConfig"));
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig")); UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig")); PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
LoadAudioConfigs();
}
private void LoadAudioConfigs()
{
AudioMixerConfig = Resources.Load<AudioMixerConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioMixerConfig"));
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
} }
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
+8
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guid: aa24c0d8a11438d4fb57332c144beab6
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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m_OutputGroup: {fileID: 0} m_OutputGroup: {fileID: 0}
m_MasterGroup: {fileID: 24300002} m_MasterGroup: {fileID: 24300002}
m_Snapshots: m_Snapshots:
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- {fileID: -1214924791136564940} - {fileID: -1214924791136564940}
- {fileID: 24500006} - {fileID: 24500006}
m_StartSnapshot: {fileID: -1214924791136564940} m_StartSnapshot: {fileID: 8341788112416184532}
m_SuspendThreshold: -80 m_SuspendThreshold: -80
m_EnableSuspend: 1 m_EnableSuspend: 1
m_UpdateMode: 0 m_UpdateMode: 0
@@ -151,7 +152,7 @@ AudioMixerController:
- 9eb64ac0ca0e2f1098eafbba1f9633f5 - 9eb64ac0ca0e2f1098eafbba1f9633f5
name: View name: View
m_CurrentViewIndex: 0 m_CurrentViewIndex: 0
m_TargetSnapshot: {fileID: 24500006} m_TargetSnapshot: {fileID: -1214924791136564940}
--- !u!243 &24300002 --- !u!243 &24300002
AudioMixerGroupController: AudioMixerGroupController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -341,6 +342,19 @@ AudioMixerEffectController:
m_SendTarget: {fileID: 0} m_SendTarget: {fileID: 0}
m_EnableWetMix: 0 m_EnableWetMix: 0
m_Bypass: 0 m_Bypass: 0
--- !u!245 &8341788112416184532
AudioMixerSnapshotController:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: None
m_AudioMixer: {fileID: 24100000}
m_SnapshotID: aeb4e4a21399f58f6925016231188466
m_FloatValues:
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m_TransitionOverrides: {}
--- !u!243 &9214955797390454771 --- !u!243 &9214955797390454771
AudioMixerGroupController: AudioMixerGroupController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
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