chore: Project Restructuring & Theatre

This commit is contained in:
Alexandre Coirier
2026-05-13 12:24:48 +02:00
parent 4070916c1f
commit e96d0bf6e6
2145 changed files with 20957 additions and 44792 deletions
@@ -0,0 +1,38 @@
using UnityEngine;
namespace Unheimlich.Core.Audio
{
[CreateAssetMenu(fileName = "AudioEmitterData", menuName = "Unheimlich/Audio/Audio Emitter Data")]
public class AudioEmitterData : ScriptableObject
{
[Header("Emitter Info")]
public AudioEmitterType EmitterType = AudioEmitterType.Generic;
public string DisplayName = "Generic";
[Header("Procedural Audio Settings")]
public float BaseFrequency = 440f;
public float FrequencyVariation = 50f;
public float VolumeMin = 0.3f;
public float VolumeMax = 0.7f;
public float DurationMin = 0.5f;
public float DurationMax = 2f;
[Header("Harmonics (for complex sounds)")]
public float[] HarmonicMultipliers = { 1f };
public float[] HarmonicAmplitudes = { 1f };
[Header("Noise Settings")]
[Range(0f, 1f)]
public float NoiseAmount = 0f;
[Header("Vibration Settings")]
public bool EnableVibration = true;
public float VibrationIntensityMin = 0.1f;
public float VibrationIntensityMax = 0.5f;
public float VibrationFrequency = 10f;
[Header("Distance Settings")]
public float MaxDistance = 10f;
public AnimationCurve DistanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c20752cb7065e844aaaedf606c4df2db
@@ -0,0 +1,434 @@
using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Core.Utils;
using Unheimlich.World.CameraSystem;
namespace Unheimlich.Core.Audio
{
public enum AudioEmitterType
{
Generic,
Wall,
Wood,
Metal,
Glass,
Water,
Stone,
Mechanical,
Electrical,
Organic
}
public class AudioListenable : MonoBehaviour
{
// String constants
private const string CONTINUOUS_AUDIO_SOURCE_NAME = "Continuous Audio Source";
// Volume multipliers for concentration system
private const float BASELINE_VOLUME_MULTIPLIER = 0.1f;
private const float FULL_VOLUME_MULTIPLIER = 1.5f;
private const float CONCENTRATION_FADE_DURATION = 1f;
private const float RELEASE_FADE_DURATION = 0.5f;
[Header("Emitter Settings")]
[SerializeField] private AudioEmitterType _emitterType = AudioEmitterType.Generic;
[SerializeField] private bool _useProceduralAudio = true;
[Header("Continuous Emission")]
[SerializeField] private bool _emitContinuously = true;
[SerializeField] private float _continuousBaseVolume = 0.1f;
[SerializeField] private float _hearingRangeMin = 4f;
[SerializeField] private float _hearingRangeMax = 8f;
[Header("Listening Enhancement")]
[SerializeField] private float _reverbWetMix = 0.5f;
[Header("Static Audio")]
[SerializeField] private AudioClip _staticAudioClip;
[SerializeField] private bool _loopStaticAudio = true;
[Header("Procedural Settings")]
[SerializeField] private float _baseFrequency = 440f;
[SerializeField] private float _frequencyVariation = 50f;
[SerializeField] private float _volumeMin = 0.3f;
[SerializeField] private float _volumeMax = 0.7f;
[SerializeField] private float _durationMin = 0.5f;
[SerializeField] private float _durationMax = 2f;
[Header("Distance Attenuation")]
[SerializeField] private float _maxDistance = 10f;
[SerializeField] private AnimationCurve _distanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
[Header("Visual Feedback")]
[SerializeField] private ParticleSystem _emitterParticles;
[Header("Camera Settings")]
[SerializeField] private CameraPanSettings _cameraPanSettings;
private AudioSource _audioSource;
private AudioSource _continuousAudioSource;
private AudioReverbFilter _reverbFilter;
private bool _isCurrentlyListening;
private float _listeningTimer;
private float _nextProceduralEventTime;
private Vector3 _listenerPosition;
private bool _hasBeenTapped;
private AudioClip _continuousClip;
private Coroutine _volumeFadeCoroutine;
private Coroutine _startListeningCoroutine;
private int _concentrationFadeTweenId = -1;
private int _crossfadeTweenId = -1;
/// <summary>
/// Returns true if this emitter has been tapped during the current listening session.
/// Used to prevent multiple taps on the same emitter.
/// </summary>
public bool HasBeenTapped => _hasBeenTapped;
/// <summary>
/// Returns the camera pan settings for this emitter, or null if not set.
/// </summary>
public CameraPanSettings CameraPanSettings => _cameraPanSettings;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
if (_audioSource == null)
_audioSource = gameObject.AddComponent<AudioSource>();
_audioSource.spatialBlend = 1f;
_audioSource.maxDistance = _maxDistance;
_audioSource.rolloffMode = AudioRolloffMode.Custom;
_audioSource.playOnAwake = false;
_reverbFilter = gameObject.AddComponent<AudioReverbFilter>();
_reverbFilter.reverbPreset = AudioReverbPreset.Off;
_reverbFilter.dryLevel = 0f;
_reverbFilter.room = -10000;
GameObject continuousSourceObject = new GameObject(CONTINUOUS_AUDIO_SOURCE_NAME);
continuousSourceObject.transform.SetParent(transform);
continuousSourceObject.transform.localPosition = Vector3.zero;
_continuousAudioSource = continuousSourceObject.AddComponent<AudioSource>();
_continuousAudioSource.spatialBlend = 1f;
_continuousAudioSource.maxDistance = _hearingRangeMax;
_continuousAudioSource.minDistance = _hearingRangeMin;
_continuousAudioSource.rolloffMode = AudioRolloffMode.Linear;
_continuousAudioSource.playOnAwake = false;
_continuousAudioSource.loop = true;
if (_emitterParticles != null)
{
_emitterParticles.Stop();
var emission = _emitterParticles.emission;
emission.enabled = false;
}
}
private void Start()
{
if (_emitContinuously && _useProceduralAudio)
{
StartContinuousEmission();
}
}
private void StartContinuousEmission()
{
float frequency = _baseFrequency + Random.Range(-_frequencyVariation * 0.5f, _frequencyVariation * 0.5f);
_continuousClip = GenerateProceduralAudioClip(frequency, 10f);
_continuousAudioSource.clip = _continuousClip;
_continuousAudioSource.volume = _continuousBaseVolume * BASELINE_VOLUME_MULTIPLIER;
_continuousAudioSource.loop = true;
_continuousAudioSource.Play();
}
/// <summary>
/// Sets the concentration state and fades the emitter volume accordingly.
/// When concentrating: fades from 30% to 100% over 1 second.
/// When releasing: fades from 100% to 30% over 0.5 seconds.
/// </summary>
public void SetConcentrating(bool concentrating)
{
TweenHelper.CancelTween(ref _concentrationFadeTweenId);
if (_continuousAudioSource == null)
return;
float baseVolume = _continuousBaseVolume;
float fromMultiplier = concentrating ? BASELINE_VOLUME_MULTIPLIER : FULL_VOLUME_MULTIPLIER;
float toMultiplier = concentrating ? FULL_VOLUME_MULTIPLIER : BASELINE_VOLUME_MULTIPLIER;
float duration = concentrating ? CONCENTRATION_FADE_DURATION : RELEASE_FADE_DURATION;
float fromVolume = baseVolume * fromMultiplier;
float toVolume = baseVolume * toMultiplier;
_concentrationFadeTweenId = TweenHelper.FadeVolume(
_continuousAudioSource,
toVolume,
duration);
}
/// <summary>
/// Starts the listening sequence for this emitter.
/// Blocked if the emitter has already been tapped during this session.
/// </summary>
public void StartListening(Vector3 listenerPosition)
{
// Prevent multiple taps on the same emitter
if (_hasBeenTapped)
return;
if (_startListeningCoroutine != null)
StopCoroutine(_startListeningCoroutine);
_startListeningCoroutine = StartCoroutine(StartListeningSequence(listenerPosition));
}
/// <summary>
/// Coroutine that handles the full listening sequence:
/// - Crossfades from continuous to procedural audio
/// - Activates particles
/// - Marks emitter as tapped (prevents re-triggering)
/// - Starts vibration
/// </summary>
private IEnumerator StartListeningSequence(Vector3 listenerPosition)
{
_isCurrentlyListening = true;
_listenerPosition = listenerPosition;
_listeningTimer = 0f;
_nextProceduralEventTime = 0f;
// Mark as tapped to prevent re-triggering
_hasBeenTapped = true;
if (_volumeFadeCoroutine != null)
StopCoroutine(_volumeFadeCoroutine);
TweenHelper.CancelTween(ref _crossfadeTweenId);
float crossfadeDuration = 1f;
if (_continuousAudioSource != null)
{
_crossfadeTweenId = TweenHelper.FadeVolume(
_continuousAudioSource,
0f,
crossfadeDuration,
() =>
{
if (_continuousAudioSource != null)
_continuousAudioSource.Stop();
});
}
if (_emitterParticles != null)
{
var emission = _emitterParticles.emission;
emission.enabled = true;
_emitterParticles.Play();
}
EnableReverb(true);
yield return new WaitForSeconds(crossfadeDuration);
if (_useProceduralAudio)
{
PlayProceduralSound();
}
else if (_staticAudioClip != null)
{
_audioSource.clip = _staticAudioClip;
_audioSource.loop = _loopStaticAudio;
_audioSource.Play();
}
}
/// <summary>
/// Stops the listening mode and resets the emitter state.
/// This is the only place where _hasBeenTapped is reset to false,
/// allowing the emitter to be used again in a future listening session.
/// </summary>
public void StopListening(bool cancelConcentrationFade = true)
{
bool wasBeenTapped = _hasBeenTapped;
_isCurrentlyListening = false;
_hasBeenTapped = false;
if (_volumeFadeCoroutine != null)
StopCoroutine(_volumeFadeCoroutine);
if (_startListeningCoroutine != null)
StopCoroutine(_startListeningCoroutine);
if (cancelConcentrationFade)
TweenHelper.CancelTween(ref _concentrationFadeTweenId);
if (_audioSource != null && _audioSource.isPlaying)
_audioSource.Stop();
if (_emitterParticles != null && wasBeenTapped)
{
_emitterParticles.Stop();
var emission = _emitterParticles.emission;
emission.enabled = false;
}
if (_continuousAudioSource != null && !_continuousAudioSource.isPlaying && gameObject.activeInHierarchy)
{
StartContinuousEmission();
}
EnableReverb(false);
}
private void Update()
{
if (!_isCurrentlyListening)
return;
_listeningTimer += Time.deltaTime;
if (_useProceduralAudio && _listeningTimer >= _nextProceduralEventTime)
{
PlayProceduralSound();
_nextProceduralEventTime = _listeningTimer + Random.Range(_durationMin, _durationMax);
}
}
private void EnableReverb(bool enable)
{
if (_reverbFilter == null)
return;
if (enable)
{
_reverbFilter.reverbPreset = AudioReverbPreset.Room;
_reverbFilter.dryLevel = Mathf.Lerp(0f, -1000f, 1f - _reverbWetMix);
_reverbFilter.room = Mathf.Lerp(-1000f, -100f, _reverbWetMix);
}
else
{
_reverbFilter.reverbPreset = AudioReverbPreset.Off;
_reverbFilter.dryLevel = 0f;
_reverbFilter.room = -10000;
}
}
private void PlayProceduralSound()
{
float distance = Vector3.Distance(_listenerPosition, transform.position);
float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance));
float attenuation = _distanceAttenuation.Evaluate(distanceFactor);
float frequency = _baseFrequency + Random.Range(-_frequencyVariation, _frequencyVariation);
float volume = Mathf.Lerp(_volumeMin, _volumeMax, Random.value) * attenuation;
AudioClip proceduralClip = GenerateProceduralAudioClip(frequency, Random.Range(_durationMin, _durationMax));
_audioSource.clip = proceduralClip;
_audioSource.volume = volume;
_audioSource.loop = false;
_audioSource.Play();
}
private AudioClip GenerateProceduralAudioClip(float frequency, float duration)
{
int sampleRate = 44100;
int sampleCount = Mathf.RoundToInt(sampleRate * duration);
AudioClip clip = AudioClip.Create("ProceduralSound", sampleCount, 1, sampleRate, false);
float[] samples = new float[sampleCount];
for (int i = 0; i < sampleCount; i++)
{
float t = (float)i / sampleRate;
float envelope = Mathf.Sin(Mathf.PI * t / duration);
samples[i] = GenerateSampleForType(frequency, t, _emitterType) * envelope;
}
clip.SetData(samples, 0);
return clip;
}
private float GenerateSampleForType(float frequency, float time, AudioEmitterType type)
{
switch (type)
{
case AudioEmitterType.Metal:
return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.5f +
Mathf.Sin(2f * Mathf.PI * frequency * 2.1f * time) * 0.3f +
Mathf.Sin(2f * Mathf.PI * frequency * 3.8f * time) * 0.2f;
case AudioEmitterType.Wood:
return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.6f +
(Random.value - 0.5f) * 0.1f;
case AudioEmitterType.Glass:
return Mathf.Sin(2f * Mathf.PI * frequency * 1.5f * time) * 0.4f +
Mathf.Sin(2f * Mathf.PI * frequency * 2.7f * time) * 0.3f +
Mathf.Sin(2f * Mathf.PI * frequency * 4.2f * time) * 0.3f;
case AudioEmitterType.Stone:
return Mathf.Sin(2f * Mathf.PI * frequency * 0.8f * time) * 0.5f +
(Random.value - 0.5f) * 0.3f;
case AudioEmitterType.Water:
return (Random.value - 0.5f) * 0.5f +
Mathf.Sin(2f * Mathf.PI * frequency * 0.5f * time) * 0.3f;
case AudioEmitterType.Mechanical:
return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.4f +
Mathf.Sign(Mathf.Sin(2f * Mathf.PI * frequency * 0.3f * time)) * 0.3f;
case AudioEmitterType.Electrical:
return (Random.value - 0.5f) * 0.6f +
Mathf.Sin(2f * Mathf.PI * frequency * 50f * time) * 0.2f;
case AudioEmitterType.Organic:
return Mathf.Sin(2f * Mathf.PI * frequency * 0.7f * time) * 0.5f +
Mathf.Sin(2f * Mathf.PI * frequency * 1.3f * time) * 0.3f +
(Random.value - 0.5f) * 0.2f;
case AudioEmitterType.Wall:
return Mathf.Sin(2f * Mathf.PI * frequency * 0.5f * time) * 0.3f +
(Random.value - 0.5f) * 0.1f;
default:
return Mathf.Sin(2f * Mathf.PI * frequency * time);
}
}
private void OnDisable()
{
StopListening();
}
private void OnEnable()
{
if (_continuousAudioSource != null && !_continuousAudioSource.isPlaying && _emitContinuously)
{
StartContinuousEmission();
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, _maxDistance);
if (_isCurrentlyListening)
{
Gizmos.color = Color.green;
Gizmos.DrawLine(transform.position, _listenerPosition);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e15490f7adacb594cb114f535e71d6b6
@@ -0,0 +1,156 @@
using System.Collections;
using UnityEngine;
namespace Unheimlich.Core.Audio
{
/// <summary>
/// Base class for components that react to an AudioSource's playback state.
/// Supports three fire conditions: OnPlay, OnFinish, and OnTimeReached.
/// Subclasses implement Execute() to define what happens when the condition is met.
/// </summary>
[RequireComponent(typeof(AudioSource))]
public abstract class AudioTriggerBase : MonoBehaviour
{
public enum FireCondition
{
/// <summary>Fire as soon as the audio starts playing.</summary>
OnPlay,
/// <summary>Fire when the audio clip finishes.</summary>
OnFinish,
/// <summary>Fire when playback reaches a specific timestamp.</summary>
OnTimeReached
}
[Header("Audio Trigger")]
[Tooltip("When to fire the effect")]
[SerializeField] protected FireCondition _fireCondition = FireCondition.OnPlay;
[Tooltip("Playback time in seconds that triggers the effect (OnTimeReached only)")]
[SerializeField] protected float _triggerTime = 1f;
[Header("Behaviour")]
[Tooltip("Prevent firing more than once per session")]
[SerializeField] protected bool _fireOnlyOnce = true;
[Header("Debug")]
[SerializeField] protected bool _debugMode;
protected AudioSource AudioSource { get; private set; }
private bool _hasFired;
private bool _isMonitoring;
private Coroutine _finishWatcher;
protected virtual void Awake()
{
AudioSource = GetComponent<AudioSource>();
}
protected virtual void OnEnable()
{
_hasFired = false;
_isMonitoring = false;
if (AudioSource != null && AudioSource.isPlaying)
StartMonitoring();
}
protected virtual void OnDisable()
{
StopMonitoring();
}
// ─── Public API ────────────────────────────────────────────────────────────
/// <summary>
/// Notify this component that the AudioSource has started playing.
/// Wire this to whatever code or event starts the AudioSource.
/// </summary>
public void OnAudioPlay()
{
StartMonitoring();
if (_fireCondition == FireCondition.OnPlay)
TryExecute();
}
/// <summary>Resets the fired state so this can fire again.</summary>
public void ResetFired()
{
_hasFired = false;
StopMonitoring();
}
// ─── Monitoring ────────────────────────────────────────────────────────────
private void StartMonitoring()
{
_isMonitoring = true;
if (_fireCondition == FireCondition.OnFinish)
{
StopMonitoring();
_finishWatcher = StartCoroutine(WatchForFinish());
}
}
private void StopMonitoring()
{
_isMonitoring = false;
if (_finishWatcher != null)
{
StopCoroutine(_finishWatcher);
_finishWatcher = null;
}
}
private void Update()
{
if (!_isMonitoring || (_fireOnlyOnce && _hasFired))
return;
if (_fireCondition != FireCondition.OnTimeReached)
return;
if (AudioSource != null && AudioSource.isPlaying && AudioSource.time >= _triggerTime)
TryExecute();
}
// Uses a coroutine instead of Update polling so the finish detection is frame-accurate
// even for very short clips that could end between two Update calls.
private IEnumerator WatchForFinish()
{
if (AudioSource == null)
yield break;
// Wait until the clip actually has a length to work with
yield return null;
if (AudioSource.clip != null)
yield return new WaitForSeconds(AudioSource.clip.length);
else
yield return new WaitUntil(() => !AudioSource.isPlaying);
TryExecute();
_finishWatcher = null;
}
// ─── Internal ──────────────────────────────────────────────────────────────
private void TryExecute()
{
if (_fireOnlyOnce && _hasFired)
return;
_hasFired = true;
StopMonitoring();
Execute();
}
/// <summary>
/// Called when the fire condition is met. Implement the payload here.
/// </summary>
protected abstract void Execute();
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 16d04d63a4903d54dbd0eee78c2ba121
@@ -0,0 +1,96 @@
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
public enum WwiseMusicState { Menu, Sane, Staircase, Mad, None};
public class Audio_AudioManager : MonoBehaviour
{
public static Audio_AudioManager Instance;
private bool isInitialized = false;
[Header("Music State variables")]
[SerializeField] private AK.Wwise.State MusicGlobal_Menu;
[SerializeField] private AK.Wwise.State MusicGlobal_Sane;
[SerializeField] private AK.Wwise.State MusicGlobal_Staircase;
[SerializeField] private AK.Wwise.State MusicGlobal_Mad;
[SerializeField] private AK.Wwise.State MusicGlobal_None;
private WwiseMusicState currentMusicState;
[Header("Wwise Music Events")]
public AK.Wwise.Event PlayMusic;
public AK.Wwise.Event StopMusic;
private void Awake()
{
Initialize();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
SetWwiseMusicState(WwiseMusicState.Sane); //Need to switch if we have a menu music.
PlayMusic.Post(gameObject);
}
void Initialize()
{
//Singleton Logic
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(this);
}
else
{
Debug.LogWarning("AudioManager already exist! Destroying new ibnstance.");
Destroy(this);
}
if (isInitialized)
{
isInitialized = true;
}
}
public void SetWwiseMusicState(WwiseMusicState MusicState)
{
if (MusicState == currentMusicState)
{
Debug.Log("MusicState is already" + MusicState + ".");
return;
}
switch (MusicState)
{
default:
case (WwiseMusicState.Menu):
MusicGlobal_Menu.SetValue();
break;
case (WwiseMusicState.Sane):
MusicGlobal_Sane.SetValue();
break;
case (WwiseMusicState.Staircase):
MusicGlobal_Staircase.SetValue();
break;
case (WwiseMusicState.Mad):
MusicGlobal_Mad.SetValue();
break;
case (WwiseMusicState.None):
MusicGlobal_None.SetValue();
break;
}
Debug.Log("New Wwise MusicState" + MusicState + ".");
currentMusicState = MusicState;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 53583b7aad5dc7044bbd6c7946fe6999
@@ -0,0 +1,75 @@
using UnityEngine;
using System.Collections.Generic;
using AK.Wwise;
[RequireComponent(typeof(CharacterController))]
public class Audio_FootstepsController : MonoBehaviour
{
[System.Serializable]
public struct SurfaceMapping
{
public string tag;
public AK.Wwise.Switch wwiseSwitch;
}
[Header("Wwise Assets")]
public AK.Wwise.Event footstepEvent;
[Header("Surface Configuration")]
public AK.Wwise.Switch defaultSwitch;
[Header("Movement Settings")]
[SerializeField] private float _stepInterval = 0.5f;
[SerializeField] private float _minVelocity = 0.3f;
[SerializeField] private float _rayDistance = 0.2f;
[SerializeField] private LayerMask _groundLayer;
private CharacterController _controller;
private float _timer;
void Awake()
{
_controller = GetComponent<CharacterController>();
}
void Update()
{
if (_controller.isGrounded && _controller.velocity.magnitude > _minVelocity)
{
_timer += Time.deltaTime;
if (_timer >= _stepInterval)
{
PlayFootstep();
_timer = 0f;
}
}
else
{
_timer = _stepInterval;
}
}
private void PlayFootstep()
{
RaycastHit hit;
if (Physics.Raycast(transform.position + Vector3.up * 0.1f, Vector3.down, out hit, _rayDistance, _groundLayer))
{
if (hit.collider.TryGetComponent<Audio_SoundSurface>(out var surface))
{
surface.wwiseSwitch.SetValue(gameObject);
}
else
{
defaultSwitch.SetValue(gameObject);
Debug.LogWarning($"[Footsteps] No GroundSurface component on '{hit.collider.name}'. Utilisation du switch par défaut.");
}
footstepEvent.Post(gameObject);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5a11b07babb12d446a356745e7a37303
@@ -0,0 +1,48 @@
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class Audio_MusicStateTrigger : MonoBehaviour
{
[Header("Music State Settings")]
[SerializeField] private WwiseMusicState targetMusicState = WwiseMusicState.Sane;
[Header("Trigger Settings")]
[SerializeField] private bool triggerOnEnter = true;
[SerializeField] private bool triggerOnExit = false;
[SerializeField] private WwiseMusicState exitMusicState = WwiseMusicState.None;
[SerializeField] private string playerTag = "Player";
private void Awake()
{
// Ensure the collider is set to trigger
GetComponent<Collider>().isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (!triggerOnEnter) return;
if (!other.CompareTag(playerTag)) return;
Audio_AudioManager.Instance?.SetWwiseMusicState(targetMusicState);
}
private void OnTriggerExit(Collider other)
{
if (!triggerOnExit) return;
if (!other.CompareTag(playerTag)) return;
Audio_AudioManager.Instance?.SetWwiseMusicState(exitMusicState);
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
BoxCollider box = GetComponent<BoxCollider>();
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(0f, 1f, 0.5f, 0.25f);
Gizmos.DrawCube(box.center, box.size);
Gizmos.color = new Color(0f, 1f, 0.5f, 0.8f);
Gizmos.DrawWireCube(box.center, box.size);
}
#endif
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b91e11b451fb1494ea8c2c2af03081c7
@@ -0,0 +1,34 @@
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class Audio_RTPCZone : MonoBehaviour
{
[HideInInspector] public Audio_RTPCZoneManager manager;
private bool _triggered = false;
private void Awake()
{
GetComponent<BoxCollider>().isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player")) return;
if (manager.oneShot && _triggered) return;
_triggered = true;
manager.OnZoneEntered();
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
BoxCollider box = GetComponent<BoxCollider>();
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(0f, 1f, 0.5f, 0.25f);
Gizmos.DrawCube(box.center, box.size);
Gizmos.color = new Color(0f, 1f, 0.5f, 0.8f);
Gizmos.DrawWireCube(box.center, box.size);
}
#endif
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 66b5d13a3d510664faf00b6012abbe32
@@ -0,0 +1,33 @@
using UnityEngine;
public class Audio_RTPCZoneManager : MonoBehaviour
{
[Header("Rtpc")]
public AK.Wwise.RTPC rtpc;
[Tooltip("Value added to the RTPC each time a zone is entered")]
public float valueIncrement = 1f;
[Tooltip("If true, each zone only triggers once per session")]
public bool oneShot = true;
[Header("Clamp")]
public float minValue = 0f;
public float maxValue = 10f;
private float _currentValue = 0f;
private void Start()
{
foreach (var zone in GetComponentsInChildren<Audio_RTPCZone>())
{
zone.manager = this;
}
}
public void OnZoneEntered()
{
_currentValue = Mathf.Clamp(_currentValue + valueIncrement, minValue, maxValue);
rtpc.SetGlobalValue(_currentValue);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 908b8bddba6d5d940b57c57ba1d2ec33
@@ -0,0 +1,7 @@
using UnityEngine;
using AK.Wwise;
public class Audio_SoundSurface : MonoBehaviour
{
public AK.Wwise.Switch wwiseSwitch;
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3ec78f9fa08450a4fb1c6ef69da4e22c