Merge pull request #5 from appen-isen/feature/SoundManagement

Feature/sound management
This commit is contained in:
Alexis RS
2026-02-06 19:23:30 +01:00
committed by GitHub
37 changed files with 1011 additions and 2 deletions

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using NUnit.Framework;
using UnityEngine;
public abstract class ILoopableSound : MonoBehaviour
{
protected AudioSource source;
protected void CreateSource()
{
source = Instantiate(SoundManager.Instance.audioSourcePrefab).GetComponent<AudioSource>();
source.loop = true;
}
protected void DestroySource()
{
if (source != null)
{
Destroy(source.gameObject);
}
}
protected void OnDestroy()
{
DestroySource();
}
public void PlayLoopableSound(Vector3 position)
{
CreateSource();
source.transform.position = position;
PlayLoopableSound();
}
public void PlayLoopableSound(Transform parent, bool spatial)
{
CreateSource();
source.transform.SetParent(parent, false);
source.spatialBlend = spatial ? 1 : 0;
PlayLoopableSound();
}
public virtual void PlayLoopableSound() { }
public virtual void StopLoopableSound()
{
DestroySource();
}
public bool IsPlaying { get { return source != null; } }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoopablePlaylist : ILoopableSound
{
[SerializeField] List<AudioClip> playlist;
Coroutine playlistCoroutine = null;
public override void PlayLoopableSound()
{
base.PlayLoopableSound();
if (playlist.Count == 0)
{
Debug.LogWarning("Playlist is empty");
return;
}
source.loop = false;
playlistCoroutine = StartCoroutine(PlaylistCoroutine());
source.clip = playlist[0];
source.Play();
}
public override void StopLoopableSound()
{
StopCoroutine(playlistCoroutine);
source.Stop();
base.StopLoopableSound();
}
protected IEnumerator PlaylistCoroutine()
{
int playlistIndex = 0;
while (true)
{
source.clip = playlist[playlistIndex];
source.Play();
yield return new WaitForSeconds(playlist[playlistIndex].length);
playlistIndex = (playlistIndex + 1) % playlist.Count;
}
}
}

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using UnityEngine;
public class LoopableSound : ILoopableSound
{
[SerializeField] AudioClip sound;
public override void PlayLoopableSound()
{
base.PlayLoopableSound();
source.clip = sound;
source.Play();
}
public override void StopLoopableSound()
{
source.Stop();
base.StopLoopableSound();
}
}

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using UnityEngine;
/// <summary>
/// The music manager is responsible for handling loopable sounds.
/// If you want to manage a non-looped sound, use the SoundManager.
/// </summary>
public class MusicManager : MonoBehaviour
{
// Singleton pattern
[System.NonSerialized] public static MusicManager Instance = null;
private void Awake()
{
// Singleton pattern
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
else
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
}
public void StartMusic(ILoopableSound music)
{
music.PlayLoopableSound(transform, false);
}
public void StartMusic(ILoopableSound music, Vector3 position)
{
music.PlayLoopableSound(position);
}
public void StartMusic(ILoopableSound music, Transform parent)
{
music.PlayLoopableSound(parent, true);
}
public void StopMusic(ILoopableSound music)
{
music.StopLoopableSound();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// The sound manager is responsible for handling short lived sounds.
/// Those are sounds that should not loop.
/// If you want to manage a looped sound, use the MusicManager or place
/// it in the scene "as-is" instead.
/// </summary>
public class SoundManager : MonoBehaviour
{
[SerializeField] private int initialPoolSize = 10;
[SerializeField] public GameObject audioSourcePrefab;
private List<AudioSource> audioPool;
private Queue<AudioSource> availableAudios;
// Singleton pattern
[System.NonSerialized] // Do not show it in editor and do not save its value
public static SoundManager Instance = null;
private void Awake()
{
// Singleton pattern
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
private void Start()
{
if (audioSourcePrefab == null)
{
Debug.LogWarning("Cannot create a pool of audio sources: audio source prefab not set");
}
audioPool = new List<AudioSource>(initialPoolSize);
availableAudios = new Queue<AudioSource>(initialPoolSize);
// For each initially pooled audio
for (int i=0; i<initialPoolSize; i++)
{
// Create a new pooled audio and mark it as available
availableAudios.Enqueue(ExtendPool());
}
}
private AudioSource ExtendPool()
{
AudioSource source = Instantiate(
audioSourcePrefab,
transform
).GetComponent<AudioSource>();
audioPool.Add(source);
return source;
}
private IEnumerator DelayedBackToPoolCoroutine(AudioSource source)
{
yield return new WaitForSeconds(source.clip.length);
availableAudios.Enqueue(source);
}
public void PlaySoundAt(Vector3 position, AudioClip sound)
{
// Take audio from pool if possible, extend pool otherwise
AudioSource source = Instance.availableAudios.Count == 0 ?
Instance.ExtendPool() :
Instance.availableAudios.Dequeue();
source.transform.position = position;
source.clip = sound;
source.loop = false;
source.Play();
StartCoroutine(Instance.DelayedBackToPoolCoroutine(source));
}
}

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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// An abstract class for anything that needs to trigger activable events (on/off state)
/// </summary>
public abstract class IActivableTrigger : MonoBehaviour
{
[SerializeField] List<IActivableTriggerable> activableTriggers;
protected void OnTriggerActivate()
{
foreach (IActivableTriggerable activableTrigger in activableTriggers)
{
activableTrigger.OnTriggerActivate();
}
}
protected void OnTriggerDeactivate()
{
foreach (IActivableTriggerable activableTrigger in activableTriggers)
{
activableTrigger.OnTriggerDeactivate();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// An abstract class for anything that needs to trigger one-shot events
/// </summary>
public abstract class ITrigger : MonoBehaviour
{
[SerializeField] List<ITriggerable> triggerables;
protected void OnTrigger(Vector3 position)
{
foreach (ITriggerable triggerable in triggerables)
{
triggerable.Trigger(position);
}
}
protected void OnTrigger()
{
foreach (var triggerable in triggerables)
{
triggerable.Trigger();
}
}
}

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fileFormatVersion: 2
guid: 5b27634977cf89f4897128f2bfc9c40e

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using UnityEngine;
/// <summary>
/// An area that triggers when colliding (triggers once when entering, once when exiting)
/// </summary>
[RequireComponent(typeof(Collider))]
public class TriggerArea : IActivableTrigger
{
private void OnTriggerEnter(Collider other)
{
OnTriggerActivate();
}
private void OnTriggerExit(Collider other)
{
OnTriggerDeactivate();
}
}

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using UnityEngine;
/// <summary>
/// A collision trigger that triggers one-shot event when colliding with an object
/// </summary>
[RequireComponent(typeof(Collider))]
public class TriggerCollision : ITrigger
{
private void OnCollisionEnter(Collision collision)
{
if (collision.contactCount > 0)
{
Vector3 contactPoint = collision.GetContact(0).point;
OnTrigger(contactPoint);
}
}
}

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using UnityEngine;
/// <summary>
/// An abstract class for any triggerable object that has an on/off state
/// </summary>
public abstract class IActivableTriggerable : MonoBehaviour
{
public abstract void OnTriggerActivate();
public abstract void OnTriggerDeactivate();
}

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fileFormatVersion: 2
guid: 64b9105c3da058a4698864040a90a844

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using UnityEngine;
/// <summary>
/// An abstract class for any triggerable object
/// </summary>
public abstract class ITriggerable : MonoBehaviour
{
public abstract void Trigger();
public abstract void Trigger(Vector3 position);
}

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fileFormatVersion: 2
guid: db3db78b9c1317d42abe3ef387daea90

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using UnityEngine;
/// <summary>
/// A triggerable music. Trigger can activate and deactivate the music.
/// </summary>
public class TriggerableMusic : IActivableTriggerable
{
[SerializeField] ILoopableSound music;
public override void OnTriggerActivate()
{
if (music != null)
{
MusicManager.Instance.StartMusic(music);
}
}
public override void OnTriggerDeactivate()
{
if (music != null)
{
MusicManager.Instance.StopMusic(music);
}
}
}

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fileFormatVersion: 2
guid: 0c3454cc62eba27469e9581fb0fb8703

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using UnityEngine;
/// <summary>
/// A triggerable sound. Trigger plays the sound.
/// </summary>
public class TriggerableSound : ITriggerable
{
[SerializeField] AudioClip audioSource;
public override void Trigger()
{
if (audioSource != null)
{
SoundManager.Instance.PlaySoundAt(transform.position, audioSource);
}
}
public override void Trigger(Vector3 position)
{
if (audioSource != null)
{
SoundManager.Instance.PlaySoundAt(position, audioSource);
}
}
}

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