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public Boolean startAfterAwake = false; - public Boolean playOnlyOnce = false; - public float startDelay = 0.0f; - public float stopDelay = 0.0f; - - Boolean never_played_before = true; - // Start is called before the first frame update - void Awake() - { - // If the audioSource is not set, use the Component of this element - if (audioSource == null) - { - audioSource = GetComponent<AudioSource>(); - Debug.LogFormat("[{0}] Audio Source was not specified, so use the one placed on {1}", this.gameObject.name); - } - audioSource.playOnAwake = false; - audioSource.Stop(); - if (startAfterAwake) - { - Invoke("Play", startDelay); - } - } - - void OnTriggerEnter(Collider other) - { - if (startOnEnter && other.gameObject.name == player.gameObject.name) - { - // Start sound only if we want to "restart on enter" - // Otherwise only start it, if it isn't playing already - if (never_played_before || !audioSource.isPlaying) - { - Invoke("Play", startDelay); - Debug.LogFormat("[{0}] Started playing sound {1} with a delay of {2} seconds because of collision with {3}", this.gameObject.name, audioSource.clip.name, startDelay, other.gameObject.name); - } - } - else if (!startOnEnter) - { - Debug.LogFormat("[{0}] Collided with {1} but didn't trigger sound because it wasnt {2}", this.gameObject.name, other.gameObject.name, player.gameObject.name); - } - } - - void OnTriggerExit(Collider other) - { - if (stopOnExit && other.gameObject.name == player.gameObject.name) - { - Invoke("Stop", stopDelay); - Debug.LogFormat("[{0}] Stopped sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name, stopDelay, other.gameObject.name); - } - else if (pauseOnExit && other.gameObject.name == player.gameObject.name) - { - Invoke("Pause", stopDelay); - Debug.LogFormat("[{0}] Paused sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name,stopDelay, other.gameObject.name); - } - } - - void Play() - { - if (playOnlyOnce) { - if (!Data.instance.PlayedSound(audioSource.name)) { - audioSource.Play(); - never_played_before = false; - Data.instance.RegisterSound(audioSource.name); - }else { Debug.LogFormat("[{0}] Didn't play sound again: {1}", this.gameObject.name, audioSource.clip.name); } - }else{ - audioSource.Play(); - never_played_before = false; - Debug.LogFormat("[{0}] Registered as Started: {1}", this.gameObject.name, audioSource.name); - Data.instance.RegisterSound(audioSource.name); - } - } - - void Stop() - { - audioSource.Stop(); - } - - void Pause() - { - audioSource.Pause(); - } -} +using UnityEngine; +using UnityEngine.Events; +using System.Collections; +using System; + +[RequireComponent(typeof(AudioSource))] +[RequireComponent(typeof(Collider))] +public class SoundManager : MonoBehaviour +{ + public Collider player; + public AudioSource audioSource; + public Boolean stopOnExit = false; + public Boolean pauseOnExit = false; + public Boolean startOnEnter = true; + public Boolean startAfterAwake = false; + public Boolean playOnlyOnce = false; + public float startDelay = 0.0f; + public float stopDelay = 0.0f; + + Boolean never_played_before = true; + // Start is called before the first frame update + void Awake() + { + // If the audioSource is not set, use the Component of this element + if (audioSource == null) + { + audioSource = GetComponent<AudioSource>(); + Debug.LogFormat("[{0}] Audio Source was not specified, so use the one placed on {1}", this.gameObject.name); + } + audioSource.playOnAwake = false; + audioSource.Stop(); + if (startAfterAwake) + { + Invoke("Play", startDelay); + } + } + + void OnTriggerEnter(Collider other) + { + if (startOnEnter && other.gameObject.name == player.gameObject.name) + { + // Start sound only if we want to "restart on enter" + // Otherwise only start it, if it isn't playing already + if (never_played_before || !audioSource.isPlaying) + { + Invoke("Play", startDelay); + Debug.LogFormat("[{0}] Started playing sound {1} with a delay of {2} seconds because of collision with {3}", this.gameObject.name, audioSource.clip.name, startDelay, other.gameObject.name); + } + } + else if (!startOnEnter) + { + Debug.LogFormat("[{0}] Collided with {1} but didn't trigger sound because it wasnt {2}", this.gameObject.name, other.gameObject.name, player.gameObject.name); + } + } + + void OnTriggerExit(Collider other) + { + if (stopOnExit && other.gameObject.name == player.gameObject.name) + { + Invoke("Stop", stopDelay); + Debug.LogFormat("[{0}] Stopped sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name, stopDelay, other.gameObject.name); + } + else if (pauseOnExit && other.gameObject.name == player.gameObject.name) + { + Invoke("Pause", stopDelay); + Debug.LogFormat("[{0}] Paused sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name,stopDelay, other.gameObject.name); + } + } + + void Play() + { + if (playOnlyOnce) { + if (!Data.instance.PlayedSound(audioSource.name)) { + audioSource.Play(); + never_played_before = false; + Data.instance.RegisterSound(audioSource.name); + }else { Debug.LogFormat("[{0}] Didn't play sound again: {1}", this.gameObject.name, audioSource.clip.name); } + }else{ + audioSource.Play(); + never_played_before = false; + Debug.LogFormat("[{0}] Registered as Started: {1}", this.gameObject.name, audioSource.name); + Data.instance.RegisterSound(audioSource.name); + } + } + + void Stop() + { + audioSource.Stop(); + } + + void Pause() + { + audioSource.Pause(); + } +} diff --git a/Assets/VRCollider.cs b/Assets/VRCollider.cs index 6abd4a6d56be34333e753ed2073930b15aa67937..5437ca6b49b50136a907324bca6f881ba373433d 100644 --- a/Assets/VRCollider.cs +++ b/Assets/VRCollider.cs @@ -1,3 +1,8 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections; +using System; + [RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Collider))] public class VRCollider : MonoBehaviour diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 40917b058da46ff0f4816cb68f7a6192028b3aad..d26e8630384bf46ff853214e8c4a3a48a284320c 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -1,11 +1,11 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1045 &1 -EditorBuildSettings: - m_ObjectHideFlags: 0 - serializedVersion: 2 - m_Scenes: - - enabled: 1 - path: Assets/Scenes/SampleScene.unity - guid: 9fc0d4010bbf28b4594072e72b8655ab - m_configObjects: {} +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1045 &1 +EditorBuildSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Scenes: + - enabled: 1 + path: Assets/Scenes/SampleScene.unity + guid: 9fc0d4010bbf28b4594072e72b8655ab + m_configObjects: {} diff --git a/README.md b/README.md index eee537720f9fe4c3bf95b6baf04f00994e4601fc..f02c2e816f8b1e41aba71aa53118ac9e5b04406a 100644 --- a/README.md +++ b/README.md @@ -1,43 +1,43 @@ -# SoundManager - -Allows dynamic playback, resuming and triggering of sounds with Trigger Volumes. In conjunction with `Data.cs` this allows playback to be stored across multiple scenes (e.g. when you come back to the first scene and already heard something, it won't start playing again) - -All scripts are located in the `Assets`-folder - - -## For a Scene setup follow these steps - -1. Add the Script `Data.cs` to an empty object in your scene that is called `Data` and enter the current Scene's name in the Data-Components field `Current Scene` -2. Add the Script `SoundManager.cs` onto any object that has a collider on it. -3. Set the collider to `Is Trigger`, this Trigger will now be automatically used by all the `SoundManager`-Components on this object. -4. Select the object with the player collider on it in the `SoundManager`-Component's settings (`Player`). This is needed so random collisions won't trigger the sound -5. Add a `Sound Source` component onto the trigger (or any other object in the Scene) and deactivate `Play On Awake` if this is not what you want. -6. Select the `Sound Source` in the `SoundManager`-Component's settings. - -## If you are using VR (Oculus OVRCameraRig) - -Adding a working Collider to a `OVRCameraRig` that works for room scale VR is not totally straightforward. However this can be solved by adding a `Capsule` to the one object that follows the tracked headset: `CenterEyeAnchor`. - -So the steps here are: - -1. Create a `Capsule` drag it onto the `CentereEyeAnchor` (so it is parented to `CenterEyeAnchor`). If you cannot find this object, unfold the hierarchy, it should be at `OVRCameraRig > TrackingSpace > CenterEyeAnchor` -2. Scale the capsule appropriately (the y axis is okay, x and z need to be scaled down) -3. Import the Script `VRCollider.cs` and drag it onto the capsule: This script sets up a few needed components and removes the rotations that would be added to the Capsule by the parent when looking up/down or tilting the head. -4. Select the `Capsule`-Object in the `SoundManager`-Script - -## Settings explained - -| Setting | Explaination | -| ------------------- | ------------------------------------------------------------ | -| `Player` | The object that should be allowed to trigger the sounds. Needs to have a Trigger-Collider on it | -| `Audio Source` | A `Audio Source`-Component that will be triggered by the collision. Can be any other object. If you want to trigger multiple sounds at once, add multiple `SoundManager`-Scripts | -| `Stop On Exit` | Stop the sound and rewind to start when the player no longer collides with the Trigger | -| `Pause on Exit` | Pause the sound when the player no longer collides with the Trigger (and resume playback once the player enters again unless `Play Only Once` is active) | -| `Start On Enter` | Start the sound when the player enters the Trigger | -| `Start after Awake` | Start the sound after the Scene is loaded (with a delay you can set yourself) | -| `Play Only Once` | Don't play the sound again after it has once been started | -| `Start Delay` | Wait for this many seconds before the sound is started (either by collision or by Awake) | -| `Stop Delay` | Continue playing the sound for this many seconds after the player left the trigger | - -If you want to loop the sound, add spatial effects or similar things, use the settings on the Audio Source - +# SoundManager + +Allows dynamic playback, resuming and triggering of sounds with Trigger Volumes. In conjunction with `Data.cs` this allows playback to be stored across multiple scenes (e.g. when you come back to the first scene and already heard something, it won't start playing again) + +All scripts are located in the `Assets`-folder + + +## For a Scene setup follow these steps + +1. Add the Script `Data.cs` to an empty object in your scene that is called `Data` and enter the current Scene's name in the Data-Components field `Current Scene` +2. Add the Script `SoundManager.cs` onto any object that has a collider on it. +3. Set the collider to `Is Trigger`, this Trigger will now be automatically used by all the `SoundManager`-Components on this object. +4. Select the object with the player collider on it in the `SoundManager`-Component's settings (`Player`). This is needed so random collisions won't trigger the sound +5. Add a `Sound Source` component onto the trigger (or any other object in the Scene) and deactivate `Play On Awake` if this is not what you want. +6. Select the `Sound Source` in the `SoundManager`-Component's settings. + +## If you are using VR (Oculus OVRCameraRig) + +Adding a working Collider to a `OVRCameraRig` that works for room scale VR is not totally straightforward. However this can be solved by adding a `Capsule` to the one object that follows the tracked headset: `CenterEyeAnchor`. + +So the steps here are: + +1. Create a `Capsule` drag it onto the `CentereEyeAnchor` (so it is parented to `CenterEyeAnchor`). If you cannot find this object, unfold the hierarchy, it should be at `OVRCameraRig > TrackingSpace > CenterEyeAnchor` +2. Scale the capsule appropriately (the y axis is okay, x and z need to be scaled down) +3. Import the Script `VRCollider.cs` and drag it onto the capsule: This script sets up a few needed components and removes the rotations that would be added to the Capsule by the parent when looking up/down or tilting the head. +4. Select the `Capsule`-Object in the `SoundManager`-Script + +## Settings explained + +| Setting | Explaination | +| ------------------- | ------------------------------------------------------------ | +| `Player` | The object that should be allowed to trigger the sounds. Needs to have a Trigger-Collider on it | +| `Audio Source` | A `Audio Source`-Component that will be triggered by the collision. Can be any other object. If you want to trigger multiple sounds at once, add multiple `SoundManager`-Scripts | +| `Stop On Exit` | Stop the sound and rewind to start when the player no longer collides with the Trigger | +| `Pause on Exit` | Pause the sound when the player no longer collides with the Trigger (and resume playback once the player enters again unless `Play Only Once` is active) | +| `Start On Enter` | Start the sound when the player enters the Trigger | +| `Start after Awake` | Start the sound after the Scene is loaded (with a delay you can set yourself) | +| `Play Only Once` | Don't play the sound again after it has once been started | +| `Start Delay` | Wait for this many seconds before the sound is started (either by collision or by Awake) | +| `Stop Delay` | Continue playing the sound for this many seconds after the player left the trigger | + +If you want to loop the sound, add spatial effects or similar things, use the settings on the Audio Source +