Radar ping taunt sound + per-SoundEffect spatialize opt-in

MatchManager: new Radar Ping Sound property; MsgRadarPing now goes to
all clients (spawnBlips flag keeps blips hunter-only), sound plays 3D
at each pinged hider. Distance-based stagger (speed of sound + 35 ms
min gap) prevents phase cancellation when multiple hiders ping.

SoundEffect: new spatialize toggle (per asset, applied only to 3D
instances -> Steam Audio HRTF); removed unused fade field.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-11 23:11:39 +02:00
1 parent a36f398b94
commit 0172a1e834
4 files changed
+96 -32

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+3 -4
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@@ -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
@@ -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;
+3 -3
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@@ -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;
}
}
+89 -25
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@@ -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;
/// <summary>Range of the hunter's shoot raycast (read by <see cref="FirstPersonMode"/>).</summary>
public float ShootRange => shootRange;
/// <summary>Hunter shoot cooldown in seconds (read by <see cref="FirstPersonMode"/>).</summary>
@@ -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<ulong> _phaseRecipients = new List<ulong>(); // reused scratch for the phase broadcast
private readonly List<ulong> _radarPingIds = new List<ulong>(); // reused scratch: hider NetworkObjectIds for a sweep
private readonly List<ulong> _radarRecipients = new List<ulong>(); // reused scratch: hunter client recipients for a sweep
private readonly List<ulong> _radarSoundRecipients = new List<ulong>(); // reused scratch: non-hunter recipients (taunt only, no blips)
private readonly List<Vector3> _radarSoundPositions = new List<Vector3>(); // 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)
{
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<ulong> 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, _radarRecipients, writer);
}
cmm.SendNamedMessage(MsgRadarPing, recipients, writer);
}
/// <summary>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<AudioListener>();
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;
}
}