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sound component added + fixed dining room colliders

main
cailean 7 months ago
parent
commit
24116f4646
  1. 60
      Assets/15_Prefabs/Environment.prefab
  2. 67
      Assets/4_Audio/AudioManager.cs
  3. 2
      Assets/4_Audio/AudioManager.cs.meta
  4. 92
      Assets/6_Scenes/Beep.unity
  5. 4
      Assets/9_ML-Agents/Shared Assets MLA/SharedAssets/Scripts/GroundContact.cs
  6. 2
      Assets/ML-Agents/Timers/Beep_timers.json

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Assets/15_Prefabs/Environment.prefab

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67
Assets/4_Audio/AudioManager.cs

@ -0,0 +1,67 @@
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);
}
}

2
Assets/4_Audio/AudioManager.cs.meta

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fileFormatVersion: 2
guid: 953a08eddf4c70249933c26b006dbb7b

92
Assets/6_Scenes/Beep.unity

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m_Iso: 50 m_Iso: 50
m_ShutterSpeed: 0.0005 m_ShutterSpeed: 0.0005
m_Aperture: 1.9 m_Aperture: 2.2
m_FocusDistance: 67.52423 m_FocusDistance: 8.93528
m_FocalLength: 35 m_FocalLength: 5.9999995
m_BladeCount: 5 m_BladeCount: 5
m_Curvature: {x: 2, y: 11} m_Curvature: {x: 2, y: 11}
m_BarrelClipping: 0.25 m_BarrelClipping: 0.25
@ -1080,7 +1080,7 @@ Camera:
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near clip plane: 0.01 near clip plane: 0.01
far clip plane: 5000 far clip plane: 5000
field of view: 37.84929 field of view: 126.8699
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orthographic size: 10 orthographic size: 10
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4
Assets/9_ML-Agents/Shared Assets MLA/SharedAssets/Scripts/GroundContact.cs

@ -49,6 +49,9 @@ namespace Unity.MLAgentsExamples
{ {
agent.EndEpisode(); agent.EndEpisode();
} }
if(isFoot)
AudioManager.instance.FootStepAudio(col.transform.position, col.relativeVelocity.magnitude, k_Ground);
} }
if (col.transform.CompareTag(k_Stairs)) if (col.transform.CompareTag(k_Stairs))
@ -57,6 +60,7 @@ namespace Unity.MLAgentsExamples
if(isFoot) if(isFoot)
{ {
agent.AddReward(0.002f); agent.AddReward(0.002f);
AudioManager.instance.FootStepAudio(col.transform.position, col.relativeVelocity.magnitude, k_Stairs);
} }
if (isBody) if (isBody)
{ {

2
Assets/ML-Agents/Timers/Beep_timers.json

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