projection test for gallery space w/ chair using squeezed & gnomic projection.
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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
using static Unity.Barracuda.TextureAsTensorData;
using static UnityEditor.PlayerSettings;
public class AudioManager : MonoBehaviour
{
public static AudioManager instance { get; private set; }
public float m_FootStepMinVelocity = 5;
public float m_FootStepMaxVelocity = 40;
public AudioClip m_FootStep;
private void Awake()
{
if(instance != null && instance != this)
{
Destroy(this);
} else
{
instance = this;
}
}
public void FootStepAudio( Vector3 bp_Position, float magnitude, string groundType )
{
if (magnitude > m_FootStepMinVelocity)
{
// Play sound
if (m_FootStep != null)
{
float volume = Mathf.Lerp(0f, 1f, ( magnitude - m_FootStepMinVelocity) / (m_FootStepMaxVelocity - m_FootStepMinVelocity) );
Debug.Log($"{magnitude}, {groundType}, {volume}");
CustomAudioOneShot(bp_Position, m_FootStep, volume);
}
}
}
void CustomAudioOneShot(Vector3 position, AudioClip clip, float volume)
{
GameObject audioObject = new GameObject("FootstepAudio");
audioObject.transform.position = position;
// Add an AudioSource component to the GameObject
AudioSource audioSource = audioObject.AddComponent<AudioSource>();
// Set the AudioClip to play
audioSource.clip = clip;
// Adjust sound properties
audioSource.volume = Mathf.Pow((volume), 2); // Adjust the volume (0.0f to 1.0f)
audioSource.pitch = Random.Range(0.7f, 1.3f); // Randomize the pitch within a range (e.g., 0.9 to 1.1)
// You can adjust other properties here such as spatial blend, loop, etc.
// Play the sound
audioSource.Play();
// Clean up the GameObject after the sound finishes playing
Destroy(audioObject, m_FootStep.length);
}
}