Files
CourierOld/Game/CourierOld/Assets/Code/Audio/AudioServiceDebug.cs
T

119 lines
4.6 KiB
C#

using System.Collections.Generic;
using Code.Constants;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Serialization;
namespace Code.Audio
{
public class AudioServiceDebug : MonoBehaviour
{
[SerializeField] private AudioMixer mixer;
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
[SerializeField] private AudioSource prefab;
[SerializeField] private AudioResource[] peacefulAudio;
[SerializeField] private AudioResource[] actionAudio;
private AudioMixerGroup _masterGroup,
_musicGroup,
_actionMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool = new();
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
[SerializeField] private AudioClip[] enemiesAudios;
[SerializeField] private AudioClip[] dispatcherAudios;
private void MixerCreated()
{
_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_creaturesGroup = mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
_dispatcherGroup = mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
_courierGroup = mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
_enemiesGroup = mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
_snapshots[AudioSnapshotState.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
// _audioSourcePool.Initialize(10,prefab);
InitializeMusicSources();
}
private void InitializeMusicSources()
{
_actionMusicSource = _audioSourcePool.GetSource();
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
_actionMusicSource.spatialBlend = 0f;
_peacefulMusicSource = _audioSourcePool.GetSource();
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
_peacefulMusicSource.spatialBlend = 0f;
}
private void Start()
{
MixerCreated();
}
public void PlayRandomGameplayMusic()
{
_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
_peacefulMusicSource.Play();
_actionMusicSource.Play();
}
public void TransitToSnapshot(AudioSnapshotState state)
{
_snapshots[state].TransitionTo(1f);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void PlaySFX(SFXSounds sfxId, Vector3 position)
{
_audioSourcePool.PlayOneShot(sfxAudios[(int)sfxId], position, _SFXGroup);
}
public void PlayDebugSFX()
{
_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
}
public void PlayDebugEnemySFX()
{
_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
}
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
}
public void PlayDebugDispatcherSFX()
{
_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
}
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
}