using System; using System.Collections.Generic; using System.IO; using System.Threading.Tasks; using FlaxEngine; using Console = Cabrito.Console; using Object = FlaxEngine.Object; namespace Game { [Flags] public enum AudioFlags { None = 0, /// Avoid replacing the existing playing audio source in this channel. ContinuePlayingExistingSource = 1, } public static class AudioManager { private class AudioInfo { public AudioClip[] AudioClips; public int lastAudioPlayed; } private class ActorAudioChannels { public Dictionary channelSources; public ActorAudioChannels() { channelSources = new Dictionary(); } } private static Random random = new Random(); private static Dictionary cachedAudioInfos = new Dictionary(); private static Dictionary actorAudioChannels = new Dictionary(); public static void PlaySound(string soundName, Actor actor, Vector3 position, float volume = 1f) { PlaySound(soundName, actor, 0, AudioFlags.None, position, volume, Vector2.One); } public static void PlaySound(string soundName, Actor actor, Vector3 position, float volume, Vector2 pitchRange) { PlaySound(soundName, actor, 0, AudioFlags.None, position, volume, pitchRange); } public static void PlaySound(string soundName, Actor actor, int channel, Vector3 position, float volume = 1f) { PlaySound(soundName, actor, channel, AudioFlags.None, position, volume, Vector2.One); } public static void PlaySound(string soundName, Actor actor, int channel, AudioFlags flags, Vector3 position, float volume = 1f) { PlaySound(soundName, actor, channel, flags, position, volume, Vector2.One); } public static void PlaySound(string soundName, Actor actor, int channel, AudioFlags flags, Vector3 position, float volume, Vector2 pitchRange) { AudioInfo audio = GetSound(soundName); if (audio.AudioClips.Length == 0) return; channel = Math.Max(channel, 0); ActorAudioChannels actorChannels = null; if (channel > 0) { if (!actorAudioChannels.TryGetValue(actor, out actorChannels)) { actorChannels = new ActorAudioChannels(); actorAudioChannels.Add(actor, actorChannels); } if (!actorChannels.channelSources.TryGetValue(channel, out AudioSource existingAudioSource)) actorChannels.channelSources.Add(channel, null); if (existingAudioSource && existingAudioSource != null && existingAudioSource.State == AudioSource.States.Playing) { if (flags.HasFlag(AudioFlags.ContinuePlayingExistingSource)) return; existingAudioSource.Stop(); Object.Destroy(existingAudioSource); actorChannels.channelSources[channel] = null; } } AudioClip audioClip; if (audio.AudioClips.Length > 1) { // Randomize selected clip while avoiding the last used clip int randomIndex = 0; for (int i = 0; i < 10; i++) { randomIndex = random.Next(audio.AudioClips.Length); if (randomIndex != audio.lastAudioPlayed) break; } audioClip = audio.AudioClips[randomIndex]; audio.lastAudioPlayed = randomIndex; } else audioClip = audio.AudioClips[0]; float pitch; if (pitchRange[0] < pitchRange[1]) // Randomized pitch pitch = (float)(pitchRange[0] + (random.NextDouble() * (pitchRange[1] - pitchRange[0]))); else pitch = pitchRange[0]; var audioSource = new AudioSource(); audioSource.Clip = audioClip; audioSource.Position = position; audioSource.Parent = actor.Parent; audioSource.Pitch = pitch; audioSource.Name = Path.GetFileNameWithoutExtension(audioClip.Path); audioSource.Volume = volume; if (volume != 1f) audioSource.Name += ", vol: " + volume.ToString(); if (pitch != 1f) audioSource.Name += ", pitch: " + pitch.ToString(); audioSource.Play(); Object.Destroy(audioSource, audioClip.Length); if (channel > 0) { actorChannels.channelSources[channel] = audioSource; } } public static async void PlaySoundDelayed(Vector2 delayRange, string soundName, Actor actor, int channel, Vector3 position, float volume = 1f) { float randomDelay; if (delayRange[0] < delayRange[1]) randomDelay = (float)(delayRange[0] + (random.NextDouble() * (delayRange[1] - delayRange[0]))); else randomDelay = delayRange[0]; //PlaySoundDelayed(delay, soundName, actor, channel, AudioFlags.None, position, volume, Vector2.One); await Task.Delay((int)(randomDelay * 1000f)); //FlaxEngine.Scripting.RunOnUpdate(() => // PlaySound(soundName, actor, channel, flags, position, volume, pitchRange)); PlaySound(soundName, actor, channel, AudioFlags.None, position, volume, Vector2.One); } public static async void PlaySoundDelayed(Vector2 delayRange, string soundName, Actor actor, int channel, Vector3 position, float volume, Vector2 pitchRange) { float randomDelay; if (delayRange[0] < delayRange[1]) randomDelay = (float)(delayRange[0] + (random.NextDouble() * (delayRange[1] - delayRange[0]))); else randomDelay = delayRange[0]; //PlaySoundDelayed(delay, soundName, actor, channel, AudioFlags.None, position, volume, Vector2.One); await Task.Delay((int)(randomDelay * 1000f)); //FlaxEngine.Scripting.RunOnUpdate(() => // PlaySound(soundName, actor, channel, flags, position, volume, pitchRange)); PlaySound(soundName, actor, channel, AudioFlags.None, position, volume, pitchRange); } public static async void PlaySoundDelayed(Vector2 delayRange, string soundName, Actor actor, int channel, AudioFlags flags, Vector3 position, float volume, Vector2 pitchRange) { float randomDelay; if (delayRange[0] < delayRange[1]) randomDelay = (float)(delayRange[0] + (random.NextDouble() * (delayRange[1] - delayRange[0]))); else randomDelay = delayRange[0]; await Task.Delay((int)(randomDelay * 1000f)); //FlaxEngine.Scripting.RunOnUpdate(() => // PlaySound(soundName, actor, channel, flags, position, volume, pitchRange)); PlaySound(soundName, actor, channel, flags, position, volume, pitchRange); } public static void StopSound(Actor actor, int channel) { if (channel <= 0) return; if (!actorAudioChannels.TryGetValue(actor, out ActorAudioChannels actorChannels)) return; if (!actorChannels.channelSources.TryGetValue(channel, out AudioSource existingAudioSource)) return; if (existingAudioSource && existingAudioSource != null && existingAudioSource.State == AudioSource.States.Playing) { existingAudioSource.Stop(); Object.Destroy(existingAudioSource); actorChannels.channelSources[channel] = null; } } public static bool IsSoundPlaying(Actor actor, int channel) { if (channel <= 0) return false; if (!actorAudioChannels.TryGetValue(actor, out ActorAudioChannels actorChannels)) return false; if (!actorChannels.channelSources.TryGetValue(channel, out AudioSource existingAudioSource)) return false; if (existingAudioSource && existingAudioSource != null && existingAudioSource.State == AudioSource.States.Playing) { return true; } return false; } private static AudioInfo GetSound(string soundName) { if (cachedAudioInfos.TryGetValue(soundName, out AudioInfo cachedAudio)) return cachedAudio; AudioInfo audio = new AudioInfo(); var workDir = Directory.GetCurrentDirectory(); var audioBasePath = Path.Combine(workDir, "Content", "Audio"); AudioClip audioClip = Content.Load(Path.Combine(audioBasePath, soundName + ".flax")); if (audioClip != null) audio.AudioClips = new AudioClip[] { audioClip }; else { // Check if this audio has multiple variations List audioClips = new List(); for (int i = 1; i<50; i++) { // TODO: make this more efficient, maybe get a list of assets and filter by name? AudioClip audioClipVariation = Content.Load(Path.Combine(audioBasePath, soundName + "_var" + i + ".flax")); if (audioClipVariation == null) break; audioClips.Add(audioClipVariation); } if (audioClips.Count > 0) audio.AudioClips = audioClips.ToArray(); else Console.PrintError("AudioClip '" + soundName + "' not found"); } audio.lastAudioPlayed = audio.AudioClips.Length + 1; cachedAudioInfos.Add(soundName, audio); return audio; } } }