Files
Ipseity-Demo/Assets/Unheimlich_POC/Scripts/Dev/DebugTools/AudioSourceDemo.cs
T

130 lines
4.2 KiB
C#

#if UNITY_EDITOR || DEVELOPMENT_BUILD
using UnityEngine;
using Unheimlich.Features.Player;
namespace Unheimlich.Dev
{
public class AudioSourceDemo : MonoBehaviour
{
[Header("Demo Settings")]
[SerializeField] private AudioClip _clip;
[SerializeField] private bool _playOnStart = true;
[SerializeField] private bool _loop = true;
[SerializeField] private float _volume = 0.5f;
[SerializeField] private float _sourceMinDistance = 1f;
[SerializeField] private float _sourceMaxDistance = 20;
[Header("Distance Culling")]
[SerializeField] private bool _enableDistanceCulling = true;
[SerializeField] private float _cullingDistance = 50f;
[SerializeField] private float _fadeStartDistance = 40f;
private AudioSource _source;
private bool _hasStarted = false;
private float _savedTime = 0f;
private bool _wasPlaying = false;
private bool _isCulled = false;
private Transform _player;
public float OriginalVolume => _volume;
public float GetDistanceFadeMultiplier(Vector3 listenerPosition)
{
if (!_enableDistanceCulling)
return 1f;
float distance = Vector3.Distance(transform.position, listenerPosition);
if (distance > _cullingDistance)
return 0f;
if (distance > _fadeStartDistance)
{
float fadeRange = _cullingDistance - _fadeStartDistance;
float fadeAmount = (distance - _fadeStartDistance) / fadeRange;
return 1f - Mathf.Clamp01(fadeAmount);
}
return 1f;
}
private void Awake()
{
_source = GetComponent<AudioSource>();
if (_source == null)
_source = gameObject.AddComponent<AudioSource>();
_source.clip = _clip;
_source.loop = _loop;
_source.volume = _volume;
_source.playOnAwake = false;
_source.spatialBlend = 1f;
_source.rolloffMode = AudioRolloffMode.Logarithmic;
_source.minDistance = _sourceMinDistance;
_source.maxDistance = _sourceMaxDistance;
}
private void OnEnable()
{
if (_wasPlaying && _savedTime > 0f)
{
_source.time = _savedTime;
_source.Play();
}
}
private void Start()
{
if (_playOnStart && _clip != null && !_hasStarted && !_source.isPlaying)
{
_source.Play();
_hasStarted = true;
}
PlayerController playerObj = PlayerController.Instance;
if (playerObj != null)
_player = playerObj.transform;
}
private void Update()
{
if (_enableDistanceCulling && _player != null && _source != null)
{
float distance = Vector3.Distance(transform.position, _player.position);
if (distance > _cullingDistance)
{
if (!_isCulled)
{
_source.volume = 0f;
_isCulled = true;
}
}
else if (distance > _fadeStartDistance)
{
float fadeRange = _cullingDistance - _fadeStartDistance;
float fadeAmount = (distance - _fadeStartDistance) / fadeRange;
fadeAmount = Mathf.Clamp01(fadeAmount);
_source.volume = _volume * (1f - fadeAmount);
_isCulled = false;
}
else
{
if (_isCulled || _source.volume != _volume)
{
_source.volume = _volume;
_isCulled = false;
}
}
}
}
private void OnDisable()
{
_wasPlaying = _source.isPlaying;
_savedTime = _source.time;
}
}
}
#endif