F3DAudioController.cs 17 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class F3DAudioController : MonoBehaviour
  4. {
  5. // Singleton instance
  6. public static F3DAudioController instance;
  7. // Audio timers
  8. float timer_01, timer_02;
  9. [Header("Vulcan")]
  10. public AudioClip[] vulcanHit; // Impact prefabs array
  11. public AudioClip vulcanShot; // Shot prefab
  12. public float vulcanDelay; // Shot delay in ms
  13. public float vulcanHitDelay; // Hit delay in ms
  14. [Header("Solo gun")]
  15. public AudioClip[] soloGunHit;
  16. public AudioClip soloGunShot;
  17. public float soloGunDelay;
  18. public float soloGunHitDelay;
  19. [Header("Sniper")]
  20. public AudioClip[] sniperHit;
  21. public AudioClip sniperShot;
  22. public float sniperDelay;
  23. public float sniperHitDelay;
  24. [Header("Shot gun")]
  25. public AudioClip[] shotGunHit;
  26. public AudioClip shotGunShot;
  27. public float shotGunDelay;
  28. public float shotGunHitDelay;
  29. [Header("Seeker")]
  30. public AudioClip[] seekerHit;
  31. public AudioClip seekerShot;
  32. public float seekerDelay;
  33. public float seekerHitDelay;
  34. [Header("Rail gun")]
  35. public AudioClip[] railgunHit;
  36. public AudioClip railgunShot;
  37. public float railgunDelay;
  38. public float railgunHitDelay;
  39. [Header("Plasma gun")]
  40. public AudioClip[] plasmagunHit;
  41. public AudioClip plasmagunShot;
  42. public float plasmagunDelay;
  43. public float plasmagunHitDelay;
  44. [Header("Plasma beam")]
  45. public AudioClip plasmabeamOpen; // Open audio clip prefab
  46. public AudioClip plasmabeamLoop; // Loop audio clip prefab
  47. public AudioClip plasmabeamClose; // Close audio clip prefab
  48. [Header("Plasma beam heavy")]
  49. public AudioClip plasmabeamHeavyOpen;
  50. public AudioClip plasmabeamHeavyLoop;
  51. public AudioClip plasmabeamHeavyClose;
  52. [Header("Lightning gun")]
  53. public AudioClip lightningGunOpen;
  54. public AudioClip lightningGunLoop;
  55. public AudioClip lightningGunClose;
  56. [Header("Flame gun")]
  57. public AudioClip flameGunOpen;
  58. public AudioClip flameGunLoop;
  59. public AudioClip flameGunClose;
  60. [Header("Laser impulse")]
  61. public AudioClip[] laserImpulseHit;
  62. public AudioClip laserImpulseShot;
  63. public float laserImpulseDelay;
  64. public float laserImpulseHitDelay;
  65. void Awake ()
  66. {
  67. // Initialize singleton
  68. instance = this;
  69. }
  70. void Update()
  71. {
  72. // Update timers
  73. timer_01 += Time.deltaTime;
  74. timer_02 += Time.deltaTime;
  75. }
  76. // Play vulcan shot audio at specific position
  77. public void VulcanShot(Vector3 pos)
  78. {
  79. // Audio source can only be played once for each vulcanDelay
  80. if (timer_01 >= vulcanDelay)
  81. {
  82. // Spawn audio source prefab from pool
  83. AudioSource aSrc = F3DPool.instance.SpawnAudio(vulcanShot, pos, null);
  84. if (aSrc != null)
  85. {
  86. // Modify audio source settings specific to it's type
  87. aSrc.pitch = Random.Range(0.95f, 1f);
  88. aSrc.volume = Random.Range(0.8f, 1f);
  89. aSrc.minDistance = 5f;
  90. aSrc.loop = false;
  91. aSrc.Play();
  92. // Reset delay timer
  93. timer_01 = 0f;
  94. }
  95. }
  96. }
  97. // Play vulcan hit audio at specific position
  98. public void VulcanHit(Vector3 pos)
  99. {
  100. if (timer_02 >= vulcanHitDelay)
  101. {
  102. // Spawn random hit audio prefab from pool for specific weapon type
  103. AudioSource aSrc = F3DPool.instance.SpawnAudio(vulcanHit[Random.Range(0, vulcanHit.Length)], pos, null);
  104. if (aSrc != null)
  105. {
  106. aSrc.pitch = Random.Range(0.95f, 1f);
  107. aSrc.volume = Random.Range(0.6f, 1f);
  108. aSrc.minDistance = 7f;
  109. aSrc.loop = false;
  110. aSrc.Play();
  111. timer_02 = 0f;
  112. }
  113. }
  114. }
  115. // Play solo gun shot audio at specific position
  116. public void SoloGunShot(Vector3 pos)
  117. {
  118. if (timer_01 >= soloGunDelay)
  119. {
  120. AudioSource aSrc = F3DPool.instance.SpawnAudio(soloGunShot, pos, null);
  121. if (aSrc != null)
  122. {
  123. aSrc.pitch = Random.Range(0.95f, 1f);
  124. aSrc.volume = Random.Range(0.8f, 1f);
  125. aSrc.minDistance = 30f;
  126. aSrc.loop = false;
  127. aSrc.Play();
  128. timer_01 = 0f;
  129. }
  130. }
  131. }
  132. // Play solo gun hit audio at specific position
  133. public void SoloGunHit(Vector3 pos)
  134. {
  135. if (timer_02 >= soloGunHitDelay)
  136. {
  137. AudioSource aSrc = F3DPool.instance.SpawnAudio(soloGunHit[Random.Range(0, soloGunHit.Length)], pos, null);
  138. if (aSrc != null)
  139. {
  140. aSrc.pitch = Random.Range(0.95f, 1f);
  141. aSrc.volume = Random.Range(0.8f, 1f);
  142. aSrc.minDistance = 50f;
  143. aSrc.loop = false;
  144. aSrc.Play();
  145. timer_02 = 0f;
  146. }
  147. }
  148. }
  149. // Play sniper shot audio at specific position
  150. public void SniperShot(Vector3 pos)
  151. {
  152. if (timer_01 >= sniperDelay)
  153. {
  154. AudioSource aSrc = F3DPool.instance.SpawnAudio(sniperShot, pos, null);
  155. if (aSrc != null)
  156. {
  157. aSrc.pitch = Random.Range(0.9f, 1f);
  158. aSrc.volume = Random.Range(0.8f, 1f);
  159. aSrc.minDistance = 6f;
  160. aSrc.loop = false;
  161. aSrc.Play();
  162. timer_01 = 0f;
  163. }
  164. }
  165. }
  166. // Play sniper hit audio at specific position
  167. public void SniperHit(Vector3 pos)
  168. {
  169. if (timer_02 >= sniperHitDelay)
  170. {
  171. AudioSource aSrc = F3DPool.instance.SpawnAudio(sniperHit[Random.Range(0, sniperHit.Length)], pos, null);
  172. if (aSrc != null)
  173. {
  174. aSrc.pitch = Random.Range(0.9f, 1f);
  175. aSrc.volume = Random.Range(0.8f, 1f);
  176. aSrc.minDistance = 8f;
  177. aSrc.loop = false;
  178. aSrc.Play();
  179. timer_02 = 0f;
  180. }
  181. }
  182. }
  183. // Play shotgun shot audio at specific position
  184. public void ShotGunShot(Vector3 pos)
  185. {
  186. if (timer_01 >= shotGunDelay)
  187. {
  188. AudioSource aSrc = F3DPool.instance.SpawnAudio(shotGunShot, pos, null);
  189. if (aSrc != null)
  190. {
  191. aSrc.pitch = Random.Range(0.9f, 1f);
  192. aSrc.volume = Random.Range(0.8f, 1f);
  193. aSrc.minDistance = 8f;
  194. aSrc.loop = false;
  195. aSrc.Play();
  196. timer_01 = 0f;
  197. }
  198. }
  199. }
  200. // Play shotgun hit audio at specific position
  201. public void ShotGunHit(Vector3 pos)
  202. {
  203. if (timer_02 >= shotGunHitDelay)
  204. {
  205. AudioSource aSrc = F3DPool.instance.SpawnAudio(shotGunHit[Random.Range(0, shotGunHit.Length)], pos, null);
  206. if (aSrc != null)
  207. {
  208. aSrc.pitch = Random.Range(0.9f, 1f);
  209. aSrc.volume = Random.Range(0.8f, 1f);
  210. aSrc.minDistance = 7f;
  211. aSrc.loop = false;
  212. aSrc.Play();
  213. timer_02 = 0f;
  214. }
  215. }
  216. }
  217. // Play seeker shot audio at specific position
  218. public void SeekerShot(Vector3 pos)
  219. {
  220. if (timer_01 >= seekerDelay)
  221. {
  222. AudioSource aSrc = F3DPool.instance.SpawnAudio(seekerShot, pos, null);
  223. if (aSrc != null)
  224. {
  225. aSrc.pitch = Random.Range(0.8f, 1f);
  226. aSrc.volume = Random.Range(0.8f, 1f);
  227. aSrc.minDistance = 8f;
  228. aSrc.loop = false;
  229. aSrc.Play();
  230. timer_01 = 0f;
  231. }
  232. }
  233. }
  234. // Play seeker hit audio at specific position
  235. public void SeekerHit(Vector3 pos)
  236. {
  237. if (timer_02 >= seekerHitDelay)
  238. {
  239. AudioSource aSrc = F3DPool.instance.SpawnAudio(seekerHit[Random.Range(0, seekerHit.Length)], pos, null);
  240. if (aSrc != null)
  241. {
  242. aSrc.pitch = Random.Range(0.8f, 1f);
  243. aSrc.volume = Random.Range(0.8f, 1f);
  244. aSrc.minDistance = 25f;
  245. aSrc.loop = false;
  246. aSrc.Play();
  247. timer_02 = 0f;
  248. }
  249. }
  250. }
  251. // Play railgun shot audio at specific position
  252. public void RailGunShot(Vector3 pos)
  253. {
  254. if (timer_01 >= railgunDelay)
  255. {
  256. AudioSource aSrc = F3DPool.instance.SpawnAudio(railgunShot, pos, null);
  257. if (aSrc != null)
  258. {
  259. aSrc.pitch = Random.Range(0.8f, 1f);
  260. aSrc.volume = Random.Range(0.8f, 1f);
  261. aSrc.minDistance = 4f;
  262. aSrc.loop = false;
  263. aSrc.Play();
  264. timer_01 = 0f;
  265. }
  266. }
  267. }
  268. // Play railgun hit audio at specific position
  269. public void RailGunHit(Vector3 pos)
  270. {
  271. if (timer_02 >= railgunHitDelay)
  272. {
  273. AudioSource aSrc = F3DPool.instance.SpawnAudio(railgunHit[Random.Range(0, railgunHit.Length)], pos, null);
  274. if (aSrc != null)
  275. {
  276. aSrc.pitch = Random.Range(0.8f, 1f);
  277. aSrc.volume = Random.Range(0.8f, 1f);
  278. aSrc.minDistance = 20f;
  279. aSrc.loop = false;
  280. aSrc.Play();
  281. timer_02 = 0f;
  282. }
  283. }
  284. }
  285. // Play plasma gun shot audio at specific position
  286. public void PlasmaGunShot(Vector3 pos)
  287. {
  288. if (timer_01 >= plasmagunDelay)
  289. {
  290. AudioSource aSrc = F3DPool.instance.SpawnAudio(plasmagunShot, pos, null);
  291. if (aSrc != null)
  292. {
  293. aSrc.pitch = Random.Range(0.8f, 1f);
  294. aSrc.volume = Random.Range(0.8f, 1f);
  295. aSrc.minDistance = 4f;
  296. aSrc.loop = false;
  297. aSrc.Play();
  298. timer_01 = 0f;
  299. }
  300. }
  301. }
  302. // Play plasma gun hit audio at specific position
  303. public void PlasmaGunHit(Vector3 pos)
  304. {
  305. if (timer_02 >= plasmagunHitDelay)
  306. {
  307. AudioSource aSrc = F3DPool.instance.SpawnAudio(plasmagunHit[Random.Range(0, plasmagunHit.Length)], pos, null);
  308. if (aSrc != null)
  309. {
  310. aSrc.pitch = Random.Range(0.8f, 1f);
  311. aSrc.volume = Random.Range(0.8f, 1f);
  312. aSrc.minDistance = 50f;
  313. aSrc.loop = false;
  314. aSrc.Play();
  315. timer_02 = 0f;
  316. }
  317. }
  318. }
  319. // Play plasma beam shot and loop audio at specific position
  320. public void PlasmaBeamLoop(Vector3 pos, Transform loopParent)
  321. {
  322. AudioSource aOpen = F3DPool.instance.SpawnAudio(plasmabeamOpen, pos, null);
  323. AudioSource aLoop = F3DPool.instance.SpawnAudio(plasmabeamLoop, pos, loopParent);
  324. if (aOpen != null && aLoop != null)
  325. {
  326. aOpen.pitch = Random.Range(0.8f, 1f);
  327. aOpen.volume = Random.Range(0.8f, 1f);
  328. aOpen.minDistance = 50f;
  329. aOpen.loop = false;
  330. aOpen.Play();
  331. aLoop.pitch = Random.Range(0.95f, 1f);
  332. aLoop.volume = Random.Range(0.95f, 1f);
  333. aLoop.loop = true;
  334. aLoop.minDistance = 50f;
  335. aLoop.Play();
  336. }
  337. }
  338. // Play plasma beam closing audio at specific position
  339. public void PlasmaBeamClose(Vector3 pos)
  340. {
  341. AudioSource aClose = F3DPool.instance.SpawnAudio(plasmabeamClose, pos, null);
  342. if (aClose != null)
  343. {
  344. aClose.pitch = Random.Range(0.8f, 1f);
  345. aClose.volume = Random.Range(0.8f, 1f);
  346. aClose.minDistance = 50f;
  347. aClose.loop = false;
  348. aClose.Play();
  349. }
  350. }
  351. // Play heavy plasma beam shot and loop audio at specific position
  352. public void PlasmaBeamHeavyLoop(Vector3 pos, Transform loopParent)
  353. {
  354. AudioSource aOpen = F3DPool.instance.SpawnAudio(plasmabeamHeavyOpen, pos, null);
  355. AudioSource aLoop = F3DPool.instance.SpawnAudio(plasmabeamHeavyLoop, pos, loopParent);
  356. if (aOpen != null && aLoop != null)
  357. {
  358. aOpen.pitch = Random.Range(0.8f, 1f);
  359. aOpen.volume = Random.Range(0.8f, 1f);
  360. aOpen.minDistance = 50f;
  361. aOpen.loop = false;
  362. aOpen.Play();
  363. aLoop.pitch = Random.Range(0.95f, 1f);
  364. aLoop.volume = Random.Range(0.95f, 1f);
  365. aLoop.loop = true;
  366. aLoop.minDistance = 50f;
  367. aLoop.Play();
  368. }
  369. }
  370. // Play heavy plasma beam closing audio at specific position
  371. public void PlasmaBeamHeavyClose(Vector3 pos)
  372. {
  373. AudioSource aClose = F3DPool.instance.SpawnAudio(plasmabeamHeavyClose, pos, null);
  374. if (aClose != null)
  375. {
  376. aClose.pitch = Random.Range(0.8f, 1f);
  377. aClose.volume = Random.Range(0.8f, 1f);
  378. aClose.minDistance = 50f;
  379. aClose.loop = false;
  380. aClose.Play();
  381. }
  382. }
  383. // Play lightning gun shot and loop audio at specific position
  384. public void LightningGunLoop(Vector3 pos, Transform loopParent)
  385. {
  386. AudioSource aOpen = F3DPool.instance.SpawnAudio(lightningGunOpen, pos, null);
  387. AudioSource aLoop = F3DPool.instance.SpawnAudio(lightningGunLoop, pos, loopParent.parent);
  388. if (aOpen != null && aLoop != null)
  389. {
  390. aOpen.pitch = Random.Range(0.8f, 1f);
  391. aOpen.volume = Random.Range(0.8f, 1f);
  392. aOpen.minDistance = 50f;
  393. aOpen.loop = false;
  394. aOpen.Play();
  395. aLoop.pitch = Random.Range(0.95f, 1f);
  396. aLoop.volume = Random.Range(0.95f, 1f);
  397. aLoop.loop = true;
  398. aLoop.minDistance = 50f;
  399. aLoop.Play();
  400. }
  401. }
  402. // Play lightning gun closing audio at specific position
  403. public void LightningGunClose(Vector3 pos)
  404. {
  405. AudioSource aClose = F3DPool.instance.SpawnAudio(lightningGunClose, pos, null);
  406. if (aClose != null)
  407. {
  408. aClose.pitch = Random.Range(0.8f, 1f);
  409. aClose.volume = Random.Range(0.8f, 1f);
  410. aClose.minDistance = 50f;
  411. aClose.loop = false;
  412. aClose.Play();
  413. }
  414. }
  415. // Play flame shot and loop audio at specific position
  416. public void FlameGunLoop(Vector3 pos, Transform loopParent)
  417. {
  418. AudioSource aOpen = F3DPool.instance.SpawnAudio(flameGunOpen, pos, null);
  419. AudioSource aLoop = F3DPool.instance.SpawnAudio(flameGunLoop, pos, loopParent.parent);
  420. if (aOpen != null && aLoop != null)
  421. {
  422. aOpen.pitch = Random.Range(0.8f, 1f);
  423. aOpen.volume = Random.Range(0.8f, 1f);
  424. aOpen.minDistance = 50f;
  425. aOpen.loop = false;
  426. aOpen.Play();
  427. aLoop.pitch = Random.Range(0.95f, 1f);
  428. aLoop.volume = Random.Range(0.95f, 1f);
  429. aLoop.loop = true;
  430. aLoop.minDistance = 50f;
  431. aLoop.Play();
  432. }
  433. }
  434. // Play flame closing audio at specific position
  435. public void FlameGunClose(Vector3 pos)
  436. {
  437. AudioSource aClose = F3DPool.instance.SpawnAudio(flameGunClose, pos, null);
  438. if (aClose != null)
  439. {
  440. aClose.pitch = Random.Range(0.8f, 1f);
  441. aClose.volume = Random.Range(0.8f, 1f);
  442. aClose.minDistance = 50f;
  443. aClose.loop = false;
  444. aClose.Play();
  445. }
  446. }
  447. // Play laser pulse shot audio at specific position
  448. public void LaserImpulseShot(Vector3 pos)
  449. {
  450. if (timer_01 >= laserImpulseDelay)
  451. {
  452. AudioSource aSrc = F3DPool.instance.SpawnAudio(laserImpulseShot, pos, null);
  453. if (aSrc != null)
  454. {
  455. aSrc.pitch = Random.Range(0.9f, 1f);
  456. aSrc.volume = Random.Range(0.8f, 1f);
  457. aSrc.minDistance = 20f;
  458. aSrc.loop = false;
  459. aSrc.Play();
  460. timer_01 = 0f;
  461. }
  462. }
  463. }
  464. // Play laser pulse hit audio at specific position
  465. public void LaserImpulseHit(Vector3 pos)
  466. {
  467. if (timer_02 >= laserImpulseHitDelay)
  468. {
  469. AudioSource aSrc = F3DPool.instance.SpawnAudio(laserImpulseHit[Random.Range(0, plasmagunHit.Length)], pos, null);
  470. if (aSrc != null)
  471. {
  472. aSrc.pitch = Random.Range(0.8f, 1f);
  473. aSrc.volume = Random.Range(0.8f, 1f);
  474. aSrc.minDistance = 20f;
  475. aSrc.loop = false;
  476. aSrc.Play();
  477. timer_02 = 0f;
  478. }
  479. }
  480. }
  481. }