diff --git a/Assets/Scripts/Audio/SoundEffect.cs b/Assets/Scripts/Audio/SoundEffect.cs
index 30829f3..51016f9 100644
--- a/Assets/Scripts/Audio/SoundEffect.cs
+++ b/Assets/Scripts/Audio/SoundEffect.cs
@@ -15,8 +15,7 @@ namespace Prototype
public AudioMixerGroup audioMixerGroup;
public float volumeMultiplierFactor = 1;
[SerializeField] bool loop;
- [SerializeField] Vector2 fade = new();
-
+ [SerializeField] bool spatialize;
[Header("Additional Settings")]
[SerializeField, Range(0, 1)] float defaultVolume = .8f;
@@ -36,8 +35,8 @@ namespace Prototype
volumeMultiplier = Random.Range(volumeMultiplier.x, volumeMultiplier.y) * volumeMultiplierFactor,
pitch = Random.Range(pitch.x, pitch.y),
loop = loop,
- distanceRange = distanceRange ? distanceRange.range : null,
- fade = fade
+ spatialize = spatialize,
+ distanceRange = distanceRange ? distanceRange.range : null
};
#if UNITY_EDITOR
diff --git a/Assets/Scripts/Audio/SoundEffectInstance.cs b/Assets/Scripts/Audio/SoundEffectInstance.cs
index 2d0e07a..c276ea2 100644
--- a/Assets/Scripts/Audio/SoundEffectInstance.cs
+++ b/Assets/Scripts/Audio/SoundEffectInstance.cs
@@ -26,6 +26,7 @@ namespace Prototype
var range = options.GetDistanceRange();
audioSource.spatialBlend = range.x == 0 && range.y == 0 ? 0 : 1;
+ audioSource.spatialize = options.GetSpatialize() && audioSource.spatialBlend > 0;
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.minDistance = range.x;
audioSource.maxDistance = range.y;
diff --git a/Assets/Scripts/Audio/SoundEffectOptions.cs b/Assets/Scripts/Audio/SoundEffectOptions.cs
index 06200d2..f0408d4 100644
--- a/Assets/Scripts/Audio/SoundEffectOptions.cs
+++ b/Assets/Scripts/Audio/SoundEffectOptions.cs
@@ -20,13 +20,13 @@ namespace Prototype
public Vector2? distanceRange;
public Vector2 GetDistanceRange() => distanceRange ?? new(30, 200);
- public Vector2? fade;
- public Vector2 GetFade() => fade ?? new();
-
public bool? destroyOnLoad;
public bool ShouldDestroyOnLoad() => destroyOnLoad ?? true;
public float? delay;
public float GetDelay() => delay ?? 0;
+
+ public bool? spatialize;
+ public bool GetSpatialize() => spatialize ?? false;
}
}
diff --git a/Assets/Scripts/Network/MatchManager.cs b/Assets/Scripts/Network/MatchManager.cs
index 8c00189..dfe992a 100644
--- a/Assets/Scripts/Network/MatchManager.cs
+++ b/Assets/Scripts/Network/MatchManager.cs
@@ -169,8 +169,8 @@ public class MatchManager : MonoBehaviour
[Header("Radar pings")]
[Tooltip("Seconds between radar sweeps during Seek. Every interval each still-un-found hider is registered " +
- "as a blip on every HUNTER's radar (hiders and spectators never receive them). Fires only in the " +
- "Seek phase. 0 disables radar pings.")]
+ "as a blip on every HUNTER's radar (hiders and spectators get no blips, only the taunt sound). " +
+ "Fires only in the Seek phase. 0 disables radar pings.")]
[Min(0f)]
[SerializeField] private float radarPingInterval = 30f;
@@ -179,6 +179,12 @@ public class MatchManager : MonoBehaviour
[Min(0f)]
[SerializeField] private float radarPingLifetime = 3f;
+ [Tooltip("Taunt sound played at each pinged hider's world position on EVERY client (hunters, hiders and " +
+ "spectators alike) whenever a radar ping fires. Multiple taunts in one sweep are staggered by " +
+ "audio-listener distance so the same sample never starts twice at once (phase cancellation). " +
+ "Empty = no sound.")]
+ [SerializeField] private Prototype.SoundEffect radarPingSound;
+
/// Range of the hunter's shoot raycast (read by ).
public float ShootRange => shootRange;
/// Hunter shoot cooldown in seconds (read by ).
@@ -267,8 +273,9 @@ public class MatchManager : MonoBehaviour
// app restarts). Lets the server map the ephemeral NGO clientId to a stable identity - the reconnect
// foundation. See PersistentPlayerId.
private const string MsgIdentity = "Match_Identity";
- // Server -> HUNTER clients only, on each Seek radar sweep: the still-un-found hiders' NetworkObjectIds plus
- // the blip lifetime. Each hunter resolves the ids locally and drops a Radar blip pointing at the hider.
+ // Server -> all clients, on each Seek radar sweep: the still-un-found hiders' NetworkObjectIds plus the blip
+ // lifetime and a spawnBlips flag (true only for hunters). Each client resolves the ids locally; hunters drop
+ // a Radar blip per hider, and everyone plays the ping taunt at each hider's position.
private const string MsgRadarPing = "Match_RadarPing";
// Pre-match LOADING barrier. Server -> all clients, once the match avatars are respawned: the target avatar
// NetworkObjectIds + a generation tag; each client waits until it has spawned & paint-applied all of them.
@@ -303,6 +310,8 @@ public class MatchManager : MonoBehaviour
private readonly List _phaseRecipients = new List(); // reused scratch for the phase broadcast
private readonly List _radarPingIds = new List(); // reused scratch: hider NetworkObjectIds for a sweep
private readonly List _radarRecipients = new List(); // reused scratch: hunter client recipients for a sweep
+ private readonly List _radarSoundRecipients = new List(); // reused scratch: non-hunter recipients (taunt only, no blips)
+ private readonly List _radarSoundPositions = new List(); // reused scratch: pinged hider positions for the taunt stagger
// Server-only readiness barrier. _barrierTargets = the objects every client must have spawned & paint-applied
// this round (the freshly respawned avatars pre-match, or the conversion statues at Resolution); _expectedReady
@@ -1117,8 +1126,8 @@ public class MatchManager : MonoBehaviour
}
// Server-only. One radar sweep during Seek: registers every still-un-found hider as a blip on each HUNTER's
- // radar. Sends the hiders' NetworkObjectIds + blip lifetime to the hunter clients; a host-hunter applies
- // locally (no loopback message, mirroring SetPhaseServer). Hiders and spectators never receive a ping.
+ // radar and plays the ping taunt at each hider on EVERY client. A host applies locally (no loopback message,
+ // mirroring SetPhaseServer).
private void BroadcastRadarPings()
{
if (!_net || !_net.IsServer || _pendingHiders.Count == 0) return;
@@ -1130,33 +1139,45 @@ public class MatchManager : MonoBehaviour
EmitRadarPings();
}
- // Server-only. Sends whatever hider NetworkObjectIds are staged in _radarPingIds to every HUNTER as radar
- // blips (a host-hunter applies locally, no loopback - mirroring SetPhaseServer). Shared by the interval
- // sweep and the manual single-hider ping so both drop the identical blip (same lifetime, same path).
- // No-op if nothing is staged or there is no hunter to receive it.
+ // Server-only. Sends whatever hider NetworkObjectIds are staged in _radarPingIds to every client (the host
+ // applies locally, no loopback - mirroring SetPhaseServer). Hunters get radar blips + the taunt sound;
+ // everyone else (hiders, spectators) only hears the taunt at the pinged positions - the spawnBlips flag in
+ // the payload keeps the radar hunter-only. Shared by the interval sweep and the manual single-hider ping.
private void EmitRadarPings()
{
if (_radarPingIds.Count == 0) return;
- // Host-as-hunter: spawn on its own radar directly (it is excluded from the recipient list below).
+ // Host: apply locally (excluded from the recipient lists below) - blips only as a hunter, taunt always.
if (IsHunter(_net.LocalClientId)) SpawnRadarBlipsLocal();
-
- _radarRecipients.Clear();
- foreach (ulong clientId in _net.ConnectedClientsIds)
- if (clientId != _net.LocalClientId && IsHunter(clientId)) _radarRecipients.Add(clientId);
- if (_radarRecipients.Count == 0) return;
+ StagePingTauntsFromIds();
var cmm = _net.CustomMessagingManager;
if (cmm == null) return;
- int size = sizeof(float) + sizeof(int) + _radarPingIds.Count * sizeof(ulong);
- using (var writer = new FastBufferWriter(size, Allocator.Temp))
+
+ _radarRecipients.Clear();
+ _radarSoundRecipients.Clear();
+ foreach (ulong clientId in _net.ConnectedClientsIds)
{
- writer.WriteValueSafe(radarPingLifetime);
- writer.WriteValueSafe(_radarPingIds.Count);
- for (int i = 0; i < _radarPingIds.Count; i++)
- writer.WriteValueSafe(_radarPingIds[i]);
- cmm.SendNamedMessage(MsgRadarPing, _radarRecipients, writer);
+ if (clientId == _net.LocalClientId) continue;
+ (IsHunter(clientId) ? _radarRecipients : _radarSoundRecipients).Add(clientId);
}
+ SendRadarPing(cmm, _radarRecipients, spawnBlips: true);
+ SendRadarPing(cmm, _radarSoundRecipients, spawnBlips: false);
+ }
+
+ // Writes the staged _radarPingIds as one MsgRadarPing to the given recipients. spawnBlips tells the
+ // receiver whether to also drop radar blips (hunters) or just play the taunt (hiders/spectators).
+ private void SendRadarPing(CustomMessagingManager cmm, List recipients, bool spawnBlips)
+ {
+ if (recipients.Count == 0) return;
+ int size = sizeof(float) + sizeof(byte) + sizeof(int) + _radarPingIds.Count * sizeof(ulong);
+ using var writer = new FastBufferWriter(size, Allocator.Temp);
+ writer.WriteValueSafe(radarPingLifetime);
+ writer.WriteValueSafe(spawnBlips);
+ writer.WriteValueSafe(_radarPingIds.Count);
+ for (int i = 0; i < _radarPingIds.Count; i++)
+ writer.WriteValueSafe(_radarPingIds[i]);
+ cmm.SendNamedMessage(MsgRadarPing, recipients, writer);
}
/// Client-side: the local hider manually requests a radar ping on itself (the E key), making it
@@ -1204,20 +1225,63 @@ public class MatchManager : MonoBehaviour
radar.Spawn(no.transform, radarPingLifetime);
}
- // Hunter-client handler: a radar sweep arrived. Resolve each hider NetworkObjectId to its live transform and
- // drop a blip on the local radar. Only hunter clients are sent this message (filtered server-side).
+ // Client handler: a radar sweep arrived. Resolve each hider NetworkObjectId to its live transform, drop a
+ // blip on the local radar (hunters only - spawnBlips is filtered server-side) and play the ping taunt at
+ // each hider's position (every client).
private void OnRadarPingMessage(ulong senderClientId, FastBufferReader reader)
{
reader.ReadValueSafe(out float lifetime);
+ reader.ReadValueSafe(out bool spawnBlips);
reader.ReadValueSafe(out int count);
var radar = Radar.Instance;
var spawnMgr = _net ? _net.SpawnManager : null;
+ _radarSoundPositions.Clear();
for (int i = 0; i < count; i++)
{
reader.ReadValueSafe(out ulong netObjId);
- if (radar && spawnMgr != null &&
- spawnMgr.SpawnedObjects.TryGetValue(netObjId, out var no) && no)
- radar.Spawn(no.transform, lifetime);
+ if (spawnMgr == null || !spawnMgr.SpawnedObjects.TryGetValue(netObjId, out var no) || !no) continue;
+ if (spawnBlips && radar) radar.Spawn(no.transform, lifetime);
+ _radarSoundPositions.Add(no.transform.position);
+ }
+ PlayStaggeredPingTaunts();
+ }
+
+ // Resolves the staged _radarPingIds to world positions and plays the taunts (host/server local path -
+ // mirrors what OnRadarPingMessage does for remote clients).
+ private void StagePingTauntsFromIds()
+ {
+ if (!radarPingSound) return;
+ var spawnMgr = _net ? _net.SpawnManager : null;
+ if (spawnMgr == null) return;
+ _radarSoundPositions.Clear();
+ for (int i = 0; i < _radarPingIds.Count; i++)
+ if (spawnMgr.SpawnedObjects.TryGetValue(_radarPingIds[i], out var no) && no)
+ _radarSoundPositions.Add(no.transform.position);
+ PlayStaggeredPingTaunts();
+ }
+
+ // Plays the ping taunt at every staged position - staggered, never simultaneous. The same sample starting
+ // at several world positions in the same audio frame phase-cancels, so each instance is delayed by its
+ // distance to the local audio listener at the speed of sound (natural propagation: far players are heard
+ // later), with a minimum gap between consecutive starts as the tie-break for equidistant players.
+ private void PlayStaggeredPingTaunts()
+ {
+ const float speedOfSound = 343f; // m/s
+ const float minStartGap = 0.035f; // s between consecutive starts
+
+ if (!radarPingSound || _radarSoundPositions.Count == 0) return;
+
+ var listener = FindFirstObjectByType();
+ Vector3 ear = listener ? listener.transform.position
+ : Camera.main ? Camera.main.transform.position : Vector3.zero;
+
+ _radarSoundPositions.Sort((a, b) => (a - ear).sqrMagnitude.CompareTo((b - ear).sqrMagnitude));
+ float previousDelay = -minStartGap;
+ foreach (Vector3 pos in _radarSoundPositions)
+ {
+ float delay = Mathf.Max(Vector3.Distance(pos, ear) / speedOfSound, previousDelay + minStartGap);
+ radarPingSound.Play(pos, delay);
+ previousDelay = delay;
}
}