From d1c37fcb9e96d85e34961c15dccc5a355d070c4b Mon Sep 17 00:00:00 2001 From: Fredrik Lillemoen Eiding Date: Thu, 19 Oct 2023 00:46:42 +0200 Subject: [PATCH] Fix music fade, Fix volume levels, Add extra auctioneer talking - Fix fading issue #241 - Tweak AudioMixer to have similar volume levels for all audio - Add all audiosources to audioMixer - Made the auctioneer more talkative --- Assets/Audio/AudioMixer.mixer | 38 +- Assets/Prefabs/Characters/Auctioneer.prefab | 2 +- Assets/Prefabs/GunParts/BulletBarrel.prefab | 2 +- Assets/Prefabs/GunParts/CoilBarrel.prefab | 2 +- Assets/Prefabs/GunParts/HatBarrel.prefab | 2 +- Assets/Prefabs/GunParts/ShotgunBarrel.prefab | 2 +- Assets/Prefabs/Input/Player.prefab | 3 +- Assets/Prefabs/{Volumes.meta => Sound.meta} | 0 .../{Volumes => Sound}/Global Volume.prefab | 0 .../Global Volume.prefab.meta | 0 Assets/Prefabs/Sound/MusicTrackManager.prefab | 835 ++++++++++++++++ .../Sound/MusicTrackManager.prefab.meta | 7 + Assets/Scenes/Menu.unity | 894 ++---------------- Assets/Scripts/Auction/Auctioneer.cs | 23 +- Assets/Scripts/Audio/MusicTrackManager.cs | 6 +- Assets/Scripts/UI/OptionsMenu.cs | 11 +- 16 files changed, 979 insertions(+), 848 deletions(-) rename Assets/Prefabs/{Volumes.meta => Sound.meta} (100%) rename Assets/Prefabs/{Volumes => Sound}/Global Volume.prefab (100%) rename Assets/Prefabs/{Volumes => Sound}/Global Volume.prefab.meta (100%) create mode 100644 Assets/Prefabs/Sound/MusicTrackManager.prefab create mode 100644 Assets/Prefabs/Sound/MusicTrackManager.prefab.meta diff --git a/Assets/Audio/AudioMixer.mixer b/Assets/Audio/AudioMixer.mixer index 0468a4d73..8e2b96722 100644 --- a/Assets/Audio/AudioMixer.mixer +++ b/Assets/Audio/AudioMixer.mixer @@ -1,5 +1,38 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!243 &-7677010254649928164 +AudioMixerGroupController: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: VoiceLines + m_AudioMixer: {fileID: 24100000} + m_GroupID: de50e7a68b544614f892f567b79a96b6 + m_Children: [] + m_Volume: 0b49479f93763f94890331bcfe29dfe4 + m_Pitch: 2be3b2aa5963d834981c51181d37c8c6 + m_Send: 00000000000000000000000000000000 + m_Effects: + - 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audioSource.clip = bid.RandomElement(); break; case 1: animator.SetTrigger("Auction2Bid"); - audioSource.clip = bid.RandomElement(); break; case 2: animator.SetTrigger("Auction3Bid"); - audioSource.clip = bid.RandomElement(); break; default: throw new ArgumentException("No auctioneer animation for given platform index"); } + audioSource.clip = bid.RandomElement(); audioSource.Play(); + StartCoroutine(TryQueueVoice(audioSource.clip.length, haste)); + } + + private IEnumerator TryQueueVoice(float time, AudioClip[] audioClips) + { + yield return new WaitForSeconds(time+1); + if (!audioSource.isPlaying) + { + audioSource.clip = audioClips.RandomElement(); + audioSource.Play(); + } + } public void Sell() @@ -57,6 +72,7 @@ public void Haste() audioSource.Stop(); audioSource.clip = haste.RandomElement(); audioSource.Play(); + StartCoroutine(TryQueueVoice(audioSource.clip.length, haste)); } public void Missing() @@ -64,5 +80,6 @@ public void Missing() audioSource.Stop(); audioSource.clip = missingChips.RandomElement(); audioSource.Play(); + StartCoroutine(TryQueueVoice(audioSource.clip.length, bid)); } } diff --git a/Assets/Scripts/Audio/MusicTrackManager.cs b/Assets/Scripts/Audio/MusicTrackManager.cs index 1137bf84e..226427c51 100644 --- a/Assets/Scripts/Audio/MusicTrackManager.cs +++ b/Assets/Scripts/Audio/MusicTrackManager.cs @@ -46,6 +46,8 @@ public class MusicTrackManager : MonoBehaviour private Coroutine trackSwitchingRoutine; + private readonly float LOGARITHMIC_MUTE = -90f; + void Awake() { #region Singleton boilerplate @@ -160,14 +162,14 @@ private IEnumerator FadeIn(string channel = "musicVolume") { // Get intended end point from current volume setting mixer.GetFloat("musicVolume", out float endVolume); - yield return Fade(0, endVolume, channel); + yield return Fade(LOGARITHMIC_MUTE, endVolume, channel); } private IEnumerator FadeOut(string channel = "musicVolume") { // Remember the volume we started with so we can reset it! mixer.GetFloat(channel, out float startVolume); - yield return Fade(startVolume, 0, channel); + yield return Fade(startVolume, LOGARITHMIC_MUTE, channel); } private IEnumerator FadeOutThenSwitchTo(MusicTrack track) diff --git a/Assets/Scripts/UI/OptionsMenu.cs b/Assets/Scripts/UI/OptionsMenu.cs index a82ccaad5..11e5a5691 100644 --- a/Assets/Scripts/UI/OptionsMenu.cs +++ b/Assets/Scripts/UI/OptionsMenu.cs @@ -30,6 +30,9 @@ public class OptionsMenu : MonoBehaviour private const string audioGroupMusic = "musicVolume"; private const string audioGroupSFX = "sfxVolume"; + private float maxVolumeMusic; + private float maxVolumeSFX; + [SerializeField] private AudioMixer mainAudioMixer; @@ -39,6 +42,10 @@ void Awake() { CheckResolutions(); CheckQuality(); + mainAudioMixer.GetFloat(audioGroupMusic, out float musicVolume); + maxVolumeMusic = musicVolume; + mainAudioMixer.GetFloat(audioGroupSFX, out float sfxVolume); + maxVolumeSFX = sfxVolume; } @@ -73,12 +80,12 @@ public void SetMasterVolume(float volume) public void SetMusicVolume(float volume) { - 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