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- using System;
- using UnityEngine;
- #pragma warning disable 649
- namespace UnityStandardAssets.Vehicles.Aeroplane
- {
- public class AeroplaneAudio : MonoBehaviour
- {
- [Serializable]
- public class AdvancedSetttings // A class for storing the advanced options.
- {
- public float engineMinDistance = 50f; // The min distance of the engine audio source.
- public float engineMaxDistance = 1000f; // The max distance of the engine audio source.
- public float engineDopplerLevel = 1f; // The doppler level of the engine audio source.
- [Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume.
- public float windMinDistance = 10f; // The min distance of the wind audio source.
- public float windMaxDistance = 100f; // The max distance of the wind audio source.
- public float windDopplerLevel = 1f; // The doppler level of the wind audio source.
- [Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume.
- }
- [SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting.
- [SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle.
- [SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle.
- [SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed.
- [SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity.
- [SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed)
- [SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed.
- [SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume.
- [SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector
- private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine.
- private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind.
- private AeroplaneController m_Plane; // Reference to the aeroplane controller.
- private Rigidbody m_Rigidbody;
- private void Awake()
- {
- // Set up the reference to the aeroplane controller.
- m_Plane = GetComponent<AeroplaneController>();
- m_Rigidbody = GetComponent<Rigidbody>();
- // Add the audiosources and get the references.
- m_EngineSoundSource = gameObject.AddComponent<AudioSource>();
- m_EngineSoundSource.playOnAwake = false;
- m_WindSoundSource = gameObject.AddComponent<AudioSource>();
- m_WindSoundSource.playOnAwake = false;
- // Assign clips to the audiosources.
- m_EngineSoundSource.clip = m_EngineSound;
- m_WindSoundSource.clip = m_WindSound;
- // Set the parameters of the audiosources.
- m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance;
- m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance;
- m_EngineSoundSource.loop = true;
- m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;
- m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance;
- m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance;
- m_WindSoundSource.loop = true;
- m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;
- // call update here to set the sounds pitch and volumes before they actually play
- Update();
- // Start the sounds playing.
- m_EngineSoundSource.Play();
- m_WindSoundSource.Play();
- }
- private void Update()
- {
- // Find what proportion of the engine's power is being used.
- var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower);
- // Set the engine's pitch to be proportional to the engine's current power.
- m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion);
- // Increase the engine's pitch by an amount proportional to the aeroplane's forward speed.
- // (this makes the pitch increase when going into a dive!)
- m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier;
- // Set the engine's volume to be proportional to the engine's current power.
- m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume,
- m_Plane.EnginePower);
- // Set the wind's pitch and volume to be proportional to the aeroplane's forward speed.
- float planeSpeed = m_Rigidbody.velocity.magnitude;
- m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor;
- m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume;
- }
- }
- }
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