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Audio system from Junior DigiPen project. AudioVisualManager.cs was used by SoundHub.cs, which in turn was called by in-game events. It was written to replace the Wwise implementation.
////////////////////////////////////////////////////////////////////////////////
// Authors: Kaila Harris
// Copyright © 2017 DigiPen (USA) Corp. and its owners. All Rights Reserved.
////////////////////////////////////////////////////////////////////////////////
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace AudioVisualization
{
public class AudioVisualManager : MonoBehaviour
{
// Static instance
static AudioVisualManager _instance;
public static AudioVisualManager GetInstance()
{
if (!_instance)
{
GameObject soundManager = new GameObject("AudioVisualManager");
_instance = soundManager.AddComponent<AudioVisualManager>();
_instance.Initialize();
}
return _instance;
}
const float MaxVolume_BGM = 1f;
const float MaxVolume_SFX = 1f;
static float CurrentVolumeNormalized_BGM = 1f;
static float CurrentVolumeNormalized_SFX = 1f;
static bool isMuted = false;
List<AudioSource> sfxSources;
public AudioSource bgmSource;
//List<Visuals> visuals;
void Initialize()
{
_instance = this;
// add our bgm sound source
bgmSource = gameObject.AddComponent<AudioSource>();
//gameObject.AddComponent<AudioLowPassFilter>();
bgmSource.loop = true;
bgmSource.playOnAwake = false;
bgmSource.volume = GetBGMVolume();
//DontDestroyOnLoad(gameObject);
}
// ==================== Volume Getters =====================
static float GetBGMVolume(float _volumeModifier = 0f)
{
return isMuted ? 0f : (MaxVolume_BGM + _volumeModifier) * CurrentVolumeNormalized_BGM;
}
public static float GetSFXVolume(float _volumeModifier = 0f)
{
return isMuted ? 0f : (MaxVolume_SFX + _volumeModifier) * CurrentVolumeNormalized_SFX;
}
// ====================== BGM Utils ======================
void FadeBGMOut(float _fadeDuration)
{
AudioVisualManager soundMan = GetInstance();
float delay = 0f;
float toVolume = 0f;
if (soundMan.bgmSource.clip == null)
{
Debug.LogError("Error: Could not fade BGM out as BGM AudioSource has no currently playing clip.");
}
StartCoroutine(FadeBGM(toVolume, delay, _fadeDuration));
}
void FadeBGMIn(AudioClip _bgmClip, float _delay, float _fadeDuration)
{
AudioVisualManager soundMan = GetInstance();
soundMan.bgmSource.clip = _bgmClip;
soundMan.bgmSource.Play();
float toVolume = GetBGMVolume();
StartCoroutine(FadeBGM(toVolume, _delay, _fadeDuration));
}
IEnumerator FadeBGM(float _fadeToVolume, float _delay, float _duration)
{
yield return new WaitForSeconds(_delay);
AudioVisualManager soundMan = GetInstance();
float elapsed = 0f;
while (_duration > 0)
{
float t = (elapsed / _duration);
float volume = Mathf.Lerp(0f, _fadeToVolume * CurrentVolumeNormalized_BGM, t); // "CurrentVolumeNormalized_BGM" was "CurrentVolumeModifier_BGM"
soundMan.bgmSource.volume = volume;
elapsed += Time.deltaTime;
yield return 0;
}
}
// ====================== BGM Functions ======================
public static AudioSource PlayBGM(AudioClip _bgmClip, bool _fade, float _fadeDuration, float _volumeMod = 0f)
{
AudioVisualManager soundMan = GetInstance();
if (_fade)
{
if (soundMan.bgmSource.isPlaying)
{
// fade out, then switch and fade in
soundMan.FadeBGMOut(_fadeDuration / 2);
soundMan.FadeBGMIn(_bgmClip, _fadeDuration / 2, _fadeDuration / 2);
}
else
{
// just fade in
float delay = 0f;
soundMan.FadeBGMIn(_bgmClip, delay, _fadeDuration);
}
}
else
{
// play immediately
soundMan.bgmSource.volume = GetBGMVolume(_volumeMod);
soundMan.bgmSource.clip = _bgmClip;
soundMan.bgmSource.Play();
}
return soundMan.bgmSource;
}
public static void StopBGM(bool _fade, float _fadeDuration)
{
AudioVisualManager soundMan = GetInstance();
if (soundMan.bgmSource.isPlaying)
{
// fade out, then switch and fade in
if (_fade)
{
soundMan.FadeBGMOut(_fadeDuration);
}
else
{
soundMan.bgmSource.Stop();
}
}
}
// ======================= SFX Utils ====================================
AudioSource GetSFXSource(GameObject _obj = null, float _spacialBlend = 0f, float _volumeMod = 0f)
{
// set up a new sfx sound source for each new sfx clip
AudioSource sfxSource;
if (_obj == null)
{
sfxSource = gameObject.AddComponent<AudioSource>();
}
else
{
sfxSource = _obj.AddComponent<AudioSource>();
}
sfxSource.loop = false;
sfxSource.playOnAwake = false;
sfxSource.spatialBlend = _spacialBlend;
sfxSource.volume = GetSFXVolume(_volumeMod);
if (sfxSources == null)
{
sfxSources = new List<AudioSource>();
}
sfxSources.Add(sfxSource);
return sfxSource;
}
IEnumerator RemoveSFXSource(AudioSource _sfxSource)
{
yield return new WaitForSeconds(_sfxSource.clip.length);
sfxSources.Remove(_sfxSource);
Destroy(_sfxSource);
}
IEnumerator RemoveSFXSourceFixedLength(AudioSource _sfxSource, float _length)
{
yield return new WaitForSeconds(_length);
sfxSources.Remove(_sfxSource);
Destroy(_sfxSource);
}
// ====================== SFX Functions =================================
public static void PlaySFX(AudioClip _sfxClip, GameObject _object = null, float _spacialBlend = 0f, float _volumeMod = 0f)
{
AudioVisualManager soundMan = GetInstance();
AudioSource source = soundMan.GetSFXSource(_object, _spacialBlend, _volumeMod);
source.volume = GetSFXVolume(_volumeMod);
source.clip = _sfxClip;
source.Play();
soundMan.StartCoroutine(soundMan.RemoveSFXSource(source));
}
public static void PlayMultiSFX(List<AudioClip> _sfxClips, GameObject _object = null, float _spacialBlend = 0f, float _volumeMod = 0f)
{
AudioVisualManager soundMan = GetInstance();
foreach (AudioClip clip in _sfxClips)
{
AudioSource source = soundMan.GetSFXSource(_object, _spacialBlend, _volumeMod);
source.volume = GetSFXVolume(_volumeMod);
source.clip = clip;
source.Play();
soundMan.StartCoroutine(soundMan.RemoveSFXSource(source));
}
}
public static void PlaySFXRandomized(AudioClip _sfxClip, GameObject _object = null, float _spacialBlend = 0f, float _volumeMod = 0f, float _pitchMin = 0.85f, float _pitchMax = 1.2f)
{
AudioVisualManager soundMan = GetInstance();
AudioSource source = soundMan.GetSFXSource(_object, _spacialBlend, _volumeMod);
source.volume = GetSFXVolume(_volumeMod);
source.clip = _sfxClip;
source.pitch = Random.Range(_pitchMin, _pitchMax);
source.Play();
soundMan.StartCoroutine(soundMan.RemoveSFXSource(source));
}
public static void PlaySFXRandomizedFromList(List<AudioClip> _sfxClips, GameObject _object = null, float _spacialBlend = 0f, float _volumeMod = 0f)
{
AudioVisualManager soundMan = GetInstance();
AudioSource source = soundMan.GetSFXSource(_object, _spacialBlend, _volumeMod);
source.volume = GetSFXVolume(_volumeMod);
source.clip = _sfxClips[Random.Range(0, _sfxClips.Capacity - 1)];
source.Play();
soundMan.StartCoroutine(soundMan.RemoveSFXSource(source));
}
public static void PlaySFXFixedDuration(AudioClip _sfxClip, float _duration, GameObject _object = null, float _spacialBlend = 0f, float _volumeMod = 0f, float _volumeMultiplier = 1.0f)
{
AudioVisualManager soundMan = GetInstance();
AudioSource source = soundMan.GetSFXSource(_object, _spacialBlend, _volumeMod);
source.volume = GetSFXVolume(_volumeMod) * _volumeMultiplier;
source.clip = _sfxClip;
source.loop = true;
source.Play();
soundMan.StartCoroutine(soundMan.RemoveSFXSourceFixedLength(source, _duration));
}
public static void StopAllObjectSFX(GameObject _object)
{
AudioVisualManager soundMan = GetInstance();
foreach (AudioSource source in _object.GetComponents<AudioSource>())
{
source.Stop();
soundMan.StartCoroutine(soundMan.RemoveSFXSource(source));
}
}
// ==================== Volume Control Functions ==========================
public static void DisableSoundImmediate()
{
AudioVisualManager soundMan = _instance;
//AudioVisualManager soundMan = GetInstance();
soundMan.StopAllCoroutines();
if (soundMan.sfxSources != null)
{
foreach (AudioSource source in soundMan.sfxSources)
{
source.volume = 0;
}
}
soundMan.bgmSource.volume = 0f;
isMuted = true;
}
public static void EnableSoundImmediate()
{
AudioVisualManager soundMan = _instance;
//AudioVisualManager soundMan = GetInstance();
if (soundMan.sfxSources != null)
{
foreach (AudioSource source in soundMan.sfxSources)
{
source.volume = GetSFXVolume();
}
}
soundMan.bgmSource.volume = GetBGMVolume();
isMuted = false;
}
public static void SetGlobalVolume(float _newVolume)
{
CurrentVolumeNormalized_BGM = _newVolume;
CurrentVolumeNormalized_SFX = _newVolume;
AdjustSoundImmediate();
}
public static void SetSFXVolume(float _newVolume)
{
CurrentVolumeNormalized_SFX = _newVolume;
AdjustSoundImmediate();
}
public static void SetBGMVolume(float _newVolume)
{
CurrentVolumeNormalized_BGM = _newVolume;
AdjustSoundImmediate();
}
public static void AdjustSoundImmediate()
{
AudioVisualManager soundMan = _instance;
//AudioVisualManager soundMan = GetInstance();
if (soundMan.sfxSources != null)
{
foreach (AudioSource source in soundMan.sfxSources)
{
source.volume = GetSFXVolume();
}
}
//Debug.Log("BGMme: " + GetBGMVolume());
soundMan.bgmSource.volume = GetBGMVolume();
//Debug.Log("BGMme is now: " + GetBGMVolume());
}
// ==================== Visualizer Functions ==========================
//when creating/playing an audio source, have a boolean sent into the function
//if the boolean is true, call a function from here to turn on/add a visual script to the object in question
//put visualizer calls here
void OnDestroy()
{
Destroy(_instance);
}
}
}
// player health reaches zero
StartCoroutine(SoundHub.PlayPlayerDeath());
// pause volume, where 0.3f is the new audio level
SoundHub.EnterPauseState(0.3f);
// resume volume, where 1f is default audio level
SoundHub.ExitPauseState();
////////////////////////////////////////////////////////////////////////////////
// Authors: Kaila Harris
// Copyright © 2017 DigiPen (USA) Corp. and its owners. All Rights Reserved.
////////////////////////////////////////////////////////////////////////////////
using UnityEngine;
using AudioVisualization;
using System.Collections.Generic;
using System.Collections;
public class SoundHub : MonoBehaviour
{
// Static instance
public static SoundHub instance;
private void Awake()
{
if (instance == null)
{
instance = this;
instance.Initialize();
}
}
public static SoundHub GetInstance()
{
return instance;
}
float sfxVolume;
float bgmVolume;
float globalVolume;
float globalPauseVolume;
AudioClip logoScreen;
AudioClip ui_select;
AudioClip ui_hover;
public AudioClip bgm;
List<AudioClip> moveDirection;
AudioClip timeStop;
AudioClip timeResume;
AudioClip timeWobble;
AudioClip tickingClock;
AudioClip playerDamage;
AudioClip playerDeath;
AudioClip pickupRift;
AudioClip timeBomb;
AudioClip asteroidExplosion;
static public AudioSource source_bgm { get; set; }
void Initialize()
{
// programatically load audio clips
// eg. sound = Resources.Load<AudioClip>(path);
logoScreen = Resources.Load<AudioClip>("Sound/bgm/Intro_Splashscreen");
ui_select = Resources.Load<AudioClip>("Sound/ui/Menu_Select");
ui_hover = Resources.Load<AudioClip>("Sound/ui/Menu_Hover");
if (bgm == null)
bgm = Resources.Load<AudioClip>("Sound/SpaceTime");
moveDirection = new List<AudioClip>();
moveDirection.Add(Resources.Load<AudioClip>("Sound/sfx/Direction_Change_01"));
moveDirection.Add(Resources.Load<AudioClip>("Sound/sfx/Direction_Change_02"));
moveDirection.Add(Resources.Load<AudioClip>("Sound/sfx/Direction_Change_03"));
moveDirection.Add(Resources.Load<AudioClip>("Sound/sfx/Direction_Change_04"));
moveDirection.Add(Resources.Load<AudioClip>("Sound/sfx/Direction_Change_05"));
timeStop = Resources.Load<AudioClip>("Sound/sfx/TimeSlowsSound");
timeResume = Resources.Load<AudioClip>("Sound/sfx/TimeSpeedsUpSound");
timeWobble = Resources.Load<AudioClip>("Sound/sfx/boopsound");
tickingClock = Resources.Load<AudioClip>("Sound/sfx/persistantClockTick");
playerDamage = Resources.Load<AudioClip>("Sound/sfx/Sinematic - Complex Tech Hits -04");
playerDeath = Resources.Load<AudioClip>("Sound/sfx/EndSoundEffect");
pickupRift = Resources.Load<AudioClip>("Sound/sfx/PickupSound");
timeBomb = Resources.Load<AudioClip>("Sound/sfx/BombSound");
asteroidExplosion = Resources.Load<AudioClip>("Sound/sfx/SmashSound");
source_bgm = AudioVisualManager.PlayBGM(bgm, false, 0, -0.3f);
bgmVolume = source_bgm.volume;
}
public static void PlaySplashScreenAudio()
{
AudioVisualManager.PlaySFX(GetInstance().logoScreen);
}
public static void PlayButtonHover()
{
AudioVisualManager.PlaySFX(GetInstance().ui_hover);
}
public static void PlayButtonClick()
{
AudioVisualManager.PlaySFX(GetInstance().ui_hover);
}
public static void PlayTimeStopSFX(GameObject _obj)
{
AudioVisualManager.StopAllObjectSFX(_obj);
AudioVisualManager.PlaySFX(GetInstance().timeStop, _obj);
AudioVisualManager.PlaySFX(GetInstance().timeWobble, _obj, 0, -0.3f);
}
public static void PlayTimeResumeSFX(GameObject _obj)
{
AudioVisualManager.StopAllObjectSFX(_obj);
AudioVisualManager.PlaySFX(GetInstance().timeResume, _obj);
AudioVisualManager.PlaySFX(GetInstance().timeWobble, _obj, 0, -0.3f);
}
public static void PlayPlayerDamaged()
{
AudioVisualManager.PlaySFX(GetInstance().playerDamage);
}
public static IEnumerator PlayPlayerDeath()
{
AudioVisualManager.SetBGMVolume(0.25f);
AudioVisualManager.PlaySFX(GetInstance().playerDeath);
yield return new WaitForSeconds(2.5f);
yield return null;
}
public static void PlayerMoves(GameObject _obj)
{
AudioVisualManager.PlaySFXRandomized(GetInstance().moveDirection[0], null, 0, +0.3f, 0.8f, 1.3f);
//AudioVisualManager.PlaySFXRandomizedFromList(GetInstance().moveDirection, _obj, 1);
}
public static void PlayEnemyTimeBomb()
{
AudioVisualManager.PlaySFX(GetInstance().timeBomb);
}
public static void PlayAsteroidExplosion()
{
AudioVisualManager.PlaySFX(GetInstance().asteroidExplosion);
}
public static void PlayPickup()
{
AudioVisualManager.PlaySFX(GetInstance().pickupRift);
}
public static void PlayStageChange()
{
AudioVisualManager.PlaySFX(GetInstance().pickupRift, null, 0, -0.7f);
}
// paused volume
public void EnterPauseState(float _newVolume = 0.4f)
{
GetInstance().globalVolume = _newVolume;
if (_newVolume == 0)
AudioVisualManager.DisableSoundImmediate();
else
AudioVisualManager.SetGlobalVolume(GetInstance().globalVolume);
}
// resume volume
public void ExitPauseState(float _newVolume = 1f)
{
GetInstance().globalVolume = _newVolume;
AudioVisualManager.SetGlobalVolume(GetInstance().globalVolume);
}
// mute all sound effects
public void MuteAllSFX(float _newVolume = 0f)
{
GetInstance().sfxVolume = _newVolume;
AudioVisualManager.SetSFXVolume(GetInstance().sfxVolume);
}
// unmute all sound effects
public void UnmuteAllSFX(float _newVolume = 1f)
{
GetInstance().sfxVolume = _newVolume;
AudioVisualManager.SetSFXVolume(GetInstance().sfxVolume);
}
// mute background audio
public void MuteBackgroundAudio(float _newVolume = 0f)
{
GetInstance().bgmVolume = _newVolume;
AudioVisualManager.SetBGMVolume(GetInstance().bgmVolume);
}
// unmute background audio
public void UnmteBackgroundAudio(float _newVolume = 1f)
{
GetInstance().bgmVolume = _newVolume;
AudioVisualManager.SetBGMVolume(GetInstance().bgmVolume);
}
}
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