/
AudioCue.cs
69 lines (59 loc) · 1.77 KB
/
AudioCue.cs
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using System.Collections;
using UnityEngine;
/// <summary>
/// Simple implementation of a MonoBehaviour that is able to request a sound being played by the <c>AudioManager</c>.
/// It fires an event on an <c>AudioCueEventSO</c> which acts as a channel, that the <c>AudioManager</c> will pick up and play.
/// </summary>
public class AudioCue : MonoBehaviour
{
[Header("Sound definition")]
[SerializeField] private AudioCueSO _audioCue = default;
[SerializeField] private bool _playOnStart = false;
[Header("Configuration")]
[SerializeField] private AudioCueEventChannelSO _audioCueEventChannel = default;
[SerializeField] private AudioConfigurationSO _audioConfiguration = default;
private AudioCueKey controlKey = AudioCueKey.Invalid;
private void Start()
{
if (_playOnStart)
StartCoroutine(PlayDelayed());
}
private void OnDisable()
{
_playOnStart = false;
StopAudioCue();
}
private IEnumerator PlayDelayed()
{
//The wait allows the AudioManager to be ready for play requests
yield return new WaitForSeconds(1f);
//This additional check prevents the AudioCue from playing if the object is disabled or the scene unloaded
//This prevents playing a looping AudioCue which then would be never stopped
if (_playOnStart)
PlayAudioCue();
}
public void PlayAudioCue()
{
controlKey = _audioCueEventChannel.RaisePlayEvent(_audioCue, _audioConfiguration, transform.position);
}
public void StopAudioCue()
{
if (controlKey != AudioCueKey.Invalid)
{
if (!_audioCueEventChannel.RaiseStopEvent(controlKey))
{
controlKey = AudioCueKey.Invalid;
}
}
}
public void FinishAudioCue()
{
if (controlKey != AudioCueKey.Invalid)
{
if (!_audioCueEventChannel.RaiseFinishEvent(controlKey))
{
controlKey = AudioCueKey.Invalid;
}
}
}
}