Files
chameleon/Assets/Scripts/Audio/SoundEffectInstance.cs
T
adminandClaude Fable 5 0172a1e834 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>
2026-07-11 23:11:39 +02:00

67 lines
1.8 KiB
C#

using System.Collections;
using UnityEngine;
namespace Prototype
{
[AddComponentMenu("/")]
public class SoundEffectInstance : MonoBehaviour
{
public AudioClip clip { get; set; }
public SoundEffectOptions options { get; set; }
AudioSource audioSource;
void Awake()
{
audioSource = gameObject.AddComponent<AudioSource>();
{
audioSource.playOnAwake = false;
audioSource.dopplerLevel = 0;
audioSource.outputAudioMixerGroup = options.audioMixerGroup;
audioSource.clip = clip;
audioSource.volume = options.GetVolume();
audioSource.pitch = options.GetPitch();
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;
audioSource.loop = options.GetLoop();
}
if (!options.ShouldDestroyOnLoad())
{
DontDestroyOnLoad(this);
}
}
IEnumerator Start()
{
var delay = options.GetDelay();
if (delay > 0)
{
yield return new WaitForSeconds(delay);
}
audioSource.Play();
if (audioSource.loop)
{
yield break;
}
yield return new WaitForSecondsRealtime(audioSource.clip.length + .1f);
Destroy(gameObject);
}
public void Stop()
{
Destroy(gameObject);
}
}
}