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SoundController.cs
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SoundController.cs
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using UnityEngine;
public class SoundController : SingletonDontDestroy<SoundController>
{
public AudioSource backgroundAudio;
public AudioSource fxAudio;
[SerializeField] private SoundConfig soundConfig;
public void Start()
{
Setup();
Observer.MusicChanged += OnMusicChanged;
Observer.SoundChanged += OnSoundChanged;
}
private void OnMusicChanged()
{
backgroundAudio.mute = !Data.PlayerData.MusicState;
}
private void OnSoundChanged()
{
fxAudio.mute = !Data.PlayerData.SoundState;
}
private void Setup()
{
OnMusicChanged();
OnSoundChanged();
}
public void PlayFX(SoundName soundName)
{
SoundData soundPlayerData = soundConfig.GetSoundDataByType(soundName);
if (soundPlayerData != null)
{
var soundClip = soundPlayerData.GetRandomAudioClip();
if (soundClip)
{
fxAudio.PlayOneShot(soundClip);
}
else
{
Debug.LogWarning($"<color=Red>Missing {soundName} clip</color>");
}
}
else
{
Debug.LogWarning($"<color=Red>Missing {soundName}</color>");
}
}
public void PlayBackground(SoundName soundName)
{
SoundData soundPlayerData = soundConfig.GetSoundDataByType(soundName);
if (soundPlayerData != null)
{
var clip = soundPlayerData.GetRandomAudioClip();
if (clip)
{
if (backgroundAudio.clip != clip)
{
backgroundAudio.clip = clip;
backgroundAudio.Play();
}
}
else
{
Debug.LogWarning($"<color=Red>Missing {soundName} clip</color>");
}
}
else
{
Debug.LogWarning($"<color=Red>Missing {soundName}</color>");
}
}
public void ChangeBackgroundVolume(float volume)
{
backgroundAudio.volume = volume;
}
}