Phillipes_Fablab/Assets/Oculus/Interaction/Samples/Scripts/AudioTrigger.cs
2023-01-09 11:46:20 +01:00

150 lines
6.0 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
using UnityEngine.Assertions;
using Oculus.Interaction;
namespace Oculus.Interaction
{
[RequireComponent(typeof(AudioSource))]
public class AudioTrigger : MonoBehaviour
{
// Private
private AudioSource _audioSource = null;
private List<AudioClip> _randomAudioClipPool = new List<AudioClip>();
private AudioClip _previousAudioClip = null;
// Serialized
[Tooltip("Audio clip arrays with a value greater than 1 will have randomized playback.")]
[SerializeField]
private AudioClip[] _audioClips;
[Tooltip("Volume set here will override the volume set on the attached sound source component.")]
[Range(0f, 1f)]
[SerializeField]
private float _volume = 0.7f;
[Tooltip("Check the 'Use Random Range' bool to and adjust the min and max slider values for randomized volume level playback.")]
[SerializeField]
private MinMaxPair _volumeRandomization;
[Tooltip("Pitch set here will override the volume set on the attached sound source component.")]
[SerializeField]
[Range(-3f,3f)]
[Space(10)]
private float _pitch = 1f;
[Tooltip("Check the 'Use Random Range' bool to and adjust the min and max slider values for randomized volume level playback.")]
[SerializeField]
private MinMaxPair _pitchRandomization;
[Tooltip("True by default. Set to false for sounds to bypass the spatializer plugin. Will override settings on attached audio source.")]
[SerializeField]
[Space(10)]
private bool _spatialize = true;
[Tooltip("False by default. Set to true to enable looping on this sound. Will override settings on attached audio source.")]
[SerializeField]
private bool _loop = false;
[Tooltip("100% by default. Sets likelyhood sample will actually play when called")]
[SerializeField]
private float _chanceToPlay = 100;
[Tooltip("If enabled, audio will play automatically when this gameobject is enabled")]
[SerializeField]
private bool _playOnStart = false;
protected virtual void Start()
{
_audioSource = gameObject.GetComponent<AudioSource>();
// Validate that we have audio to play
Assert.IsTrue(_audioClips.Length > 0, "An AudioTrigger instance in the scene has no audio clips.");
// Add all audio clips in the populated array into an audio clip list for randomization purposes
for (int i = 0; i < _audioClips.Length; i++)
{
_randomAudioClipPool.Add(_audioClips[i]);
}
// Copy over values from the audio trigger to the audio source
_audioSource.volume = _volume;
_audioSource.pitch = _pitch;
_audioSource.spatialize = _spatialize;
_audioSource.loop = _loop;
Random.InitState((int)Time.time);
// Play audio on start if enabled
if (_playOnStart)
{
PlayAudio();
}
}
public void PlayAudio()
{
// Early out if our audio source is disabled
if (!_audioSource.isActiveAndEnabled)
{
return;
}
// Check if random chance is set
float pick = Random.Range(0.0f, 100.0f);
if (_chanceToPlay < 100 && pick > _chanceToPlay)
{
return;
}
// Check if volume randomization is set
if (_volumeRandomization.UseRandomRange == true)
{
_audioSource.volume = Random.Range(_volumeRandomization.Min, _volumeRandomization.Max);
}
// Check if pitch randomization is set
if (_pitchRandomization.UseRandomRange == true)
{
_audioSource.pitch = Random.Range(_pitchRandomization.Min, _pitchRandomization.Max);
}
// If the audio trigger has one clip, play it. Otherwise play a random without repeat clip
AudioClip clipToPlay = _audioClips.Length == 1 ? _audioClips[0] : RandomClipWithoutRepeat();
_audioSource.clip = clipToPlay;
// Play the audio
_audioSource.Play();
}
/// <summary>
/// Choose a random clip without repeating the last clip
/// </summary>
private AudioClip RandomClipWithoutRepeat()
{
int randomIndex = Random.Range(0, _randomAudioClipPool.Count);
AudioClip randomClip = _randomAudioClipPool[randomIndex];
_randomAudioClipPool.RemoveAt(randomIndex);
if (_previousAudioClip != null) {
_randomAudioClipPool.Add(_previousAudioClip);
}
_previousAudioClip = randomClip;
return randomClip;
}
}
[System.Serializable]
public struct MinMaxPair
{
[SerializeField]
private bool _useRandomRange;
[SerializeField]
private float _min;
[SerializeField]
private float _max;
public bool UseRandomRange => _useRandomRange;
public float Min => _min;
public float Max => _max;
}
}