VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.audio/Samples~/scenes/scripts/RepeatSound.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

80 lines
2.5 KiB
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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
[RequireComponent(typeof(AudioSource))]
public class RepeatSound : MonoBehaviour
{
public AudioClip[] clips;
public float repeatRate = 2.0f;
public float repeatRateRandomization = 0.0f;
public float pitchRandomizationSemitones = 1.0f;
public float volumeRandomizationDb = 3.0f;
public bool noRepeat = true;
private AudioSource source;
private float timer = 0.0f;
private int clipIndexPrev = 0;
private float repeatPeriod = 0.0f;
void Start()
{
source = GetComponent<AudioSource>();
}
void Update()
{
timer += Time.deltaTime;
if (timer > repeatPeriod)
{
timer = 0.0f;
int clipIndex = 0;
if (noRepeat)
{
clipIndex = Random.Range(0, clips.Length - 1);
if (clipIndex >= clipIndexPrev)
{
++clipIndex;
}
}
else
{
clipIndex = Random.Range(0, clips.Length);
}
clipIndexPrev = clipIndex;
source.clip = clips[clipIndex];
float pitchSemitones = Random.Range(-pitchRandomizationSemitones / 2, pitchRandomizationSemitones / 2);
source.pitch = Mathf.Pow(2, pitchSemitones / 12);
float volumeDb = Random.Range(-volumeRandomizationDb, 0.0f);
source.volume = Mathf.Pow(10.0f, volumeDb / 20.0f);
source.Play();
float newRepeatRate = repeatRate + Random.Range(-repeatRateRandomization / 2, repeatRateRandomization / 2);
repeatPeriod = 1.0f / newRepeatRate;
}
}
}