Start implementation of diapason mechanics
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using UnityEngine;
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namespace Unheimlich.Audio
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{
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[CreateAssetMenu(fileName = "AudioEmitterData", menuName = "Unheimlich/Audio/Audio Emitter Data")]
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public class AudioEmitterData : ScriptableObject
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{
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[Header("Emitter Info")]
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public AudioEmitterType EmitterType = AudioEmitterType.Generic;
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public string DisplayName = "Generic";
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[Header("Procedural Audio Settings")]
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public float BaseFrequency = 440f;
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public float FrequencyVariation = 50f;
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public float VolumeMin = 0.3f;
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public float VolumeMax = 0.7f;
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public float DurationMin = 0.5f;
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public float DurationMax = 2f;
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[Header("Harmonics (for complex sounds)")]
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public float[] HarmonicMultipliers = { 1f };
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public float[] HarmonicAmplitudes = { 1f };
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[Header("Noise Settings")]
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[Range(0f, 1f)]
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public float NoiseAmount = 0f;
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[Header("Vibration Settings")]
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public bool EnableVibration = true;
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public float VibrationIntensityMin = 0.1f;
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public float VibrationIntensityMax = 0.5f;
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public float VibrationFrequency = 10f;
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[Header("Distance Settings")]
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public float MaxDistance = 10f;
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public AnimationCurve DistanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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}
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}
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fileFormatVersion: 2
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guid: c20752cb7065e844aaaedf606c4df2db
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