VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Scripts/AudioTrigger.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using Random = UnityEngine.Random;
namespace Oculus.Interaction
{
/// <summary>
/// Triggers audio clips. Place this component on a GameObject alongside a <cref="AudioSource" /> component.
/// In an event wrapper, call AudioTrigger.PlayAudio() to trigger the audio.
/// </summary>
public class AudioTrigger : MonoBehaviour
{
[SerializeField]
private AudioSource _audioSource;
/// <summary>
/// A list of audio clips. The audio clip played will be randomly selected from the list.
/// </summary>
[Tooltip("Audio clip arrays with a value greater than 1 will have randomized playback.")]
[SerializeField]
private AudioClip[] _audioClips;
/// <summary>
/// The default playback volume of the audio clip. Volume set here will override the volume set on the attached sound source component.
/// </summary>
[Tooltip("Volume set here will override the volume set on the attached sound source component.")]
[Range(0f, 1f)]
[SerializeField]
private float _volume = 0.7f;
public float Volume
{
get
{
return _volume;
}
set
{
_volume = value;
}
}
/// <summary>
/// A random range of volumes at which to play the audio clip. Check the 'Use Random Range' bool and adjust the min and max slider values for randomized volume level playback.
/// </summary>
[Tooltip("Check the 'Use Random Range' bool and adjust the min and max slider values for randomized volume level playback.")]
[SerializeField]
private MinMaxPair _volumeRandomization;
public MinMaxPair VolumeRandomization
{
get
{
return _volumeRandomization;
}
set
{
_volumeRandomization = value;
}
}
/// <summary>
/// The default pitch of the audio clip. Pitch set here will override the volume set on the attached sound source component.
/// </summary>
[Tooltip("Pitch set here will override the volume set on the attached sound source component.")]
[SerializeField]
[Range(-3f, 3f)]
[Space(10)]
private float _pitch = 1f;
public float Pitch
{
get
{
return _pitch;
}
set
{
_pitch = value;
}
}
/// <summary>
/// A random range of pitches at which to play the audio clip.
/// Check the 'Use Random Range' bool and adjust the min and max slider values for randomized volume level playback.
/// </summary>
[Tooltip("Check the 'Use Random Range' bool and adjust the min and max slider values for randomized volume level playback.")]
[SerializeField]
private MinMaxPair _pitchRandomization;
public MinMaxPair PitchRandomization
{
get
{
return _pitchRandomization;
}
set
{
_pitchRandomization = value;
}
}
/// <summary>
/// True by default. Set to false for sounds to bypass the spatializer plugin. Will override settings on attached audio source.
/// </summary>
[Tooltip("True by default. Set to false for sounds to bypass the spatializer plugin. Will override settings on attached audio source.")]
[SerializeField]
[Space(10)]
private bool _spatialize = true;
public bool Spatialize
{
get
{
return _spatialize;
}
set
{
_spatialize = value;
}
}
/// <summary>
/// False by default. Set to true to enable looping on this sound. Will override settings on attached audio source.
/// </summary>
[Tooltip("False by default. Set to true to enable looping on this sound. Will override settings on attached audio source.")]
[SerializeField]
private bool _loop = false;
public bool Loop
{
get
{
return _loop;
}
set
{
_loop = value;
}
}
/// <summary>
/// 100% by default. Sets likelihood sample will actually play when called.
/// </summary>
[Tooltip("100% by default. Sets likelihood sample will actually play when called.")]
[SerializeField]
private float _chanceToPlay = 100;
public float ChanceToPlay
{
get
{
return _chanceToPlay;
}
set
{
_chanceToPlay = value;
}
}
/// <summary>
/// If enabled, audio will play automatically when this gameobject is enabled.
/// </summary>
[Tooltip("If enabled, audio will play automatically when this gameobject is enabled.")]
[SerializeField, Optional]
private bool _playOnStart = false;
private int _previousAudioClipIndex = -1;
protected virtual void Start()
{
if (_audioSource == null)
{
_audioSource = gameObject.GetComponent<AudioSource>();
}
this.AssertField(_audioSource, nameof(_audioSource));
this.AssertCollectionField(_audioClips, nameof(_audioClips));
// Play audio on start if enabled
if (_playOnStart)
{
PlayAudio();
}
}
public void PlayAudio()
{
// Check if random chance is set
float pick = Random.Range(0.0f, 100.0f);
if (_chanceToPlay < 100 && pick > _chanceToPlay)
{
return;
}
// Check if volume randomization is set
if (_volumeRandomization.UseRandomRange == true)
{
_audioSource.volume = Random.Range(_volumeRandomization.Min, _volumeRandomization.Max);
}
else
{
_audioSource.volume = _volume;
}
// Check if pitch randomization is set
if (_pitchRandomization.UseRandomRange == true)
{
_audioSource.pitch = Random.Range(_pitchRandomization.Min, _pitchRandomization.Max);
}
else
{
_audioSource.pitch = _pitch;
}
_audioSource.spatialize = _spatialize;
_audioSource.loop = _loop;
_audioSource.clip = RandomClipWithoutRepeat();
_audioSource.Play();
}
/// <summary>
/// Choose a random clip without repeating the last clip
/// </summary>
private AudioClip RandomClipWithoutRepeat()
{
if (_audioClips.Length == 1)
{
return _audioClips[0];
}
int randomOffset = Random.Range(1, _audioClips.Length);
int index = (_previousAudioClipIndex + randomOffset) % _audioClips.Length;
_previousAudioClipIndex = index;
return _audioClips[index];
}
#region Inject
public void InjectAllAudioTrigger(AudioSource audioSource, AudioClip[] audioClips)
{
InjectAudioSource(audioSource);
InjectAudioClips(audioClips);
}
public void InjectAudioSource(AudioSource audioSource)
{
_audioSource = audioSource;
}
public void InjectAudioClips(AudioClip[] audioClips)
{
_audioClips = audioClips;
}
public void InjectOptionalPlayOnStart(bool playOnStart)
{
_playOnStart = playOnStart;
}
#endregion
}
[System.Serializable]
public struct MinMaxPair
{
[SerializeField]
private bool _useRandomRange;
[SerializeField]
private float _min;
[SerializeField]
private float _max;
public bool UseRandomRange => _useRandomRange;
public float Min => _min;
public float Max => _max;
}
}