unified audio manager that limits the number of simultaneous sounds in certain categories

This commit is contained in:
Ian Woods 2026-06-30 20:12:03 -07:00
parent d53a2a47e2
commit 404c749a43
9 changed files with 154 additions and 110 deletions

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// Assets/_Project/Scripts/Audio/AudioCategory.cs
namespace TD.Audio
{
public enum AudioCategory { TowerFire, EnemyHitDeath, UI, Music }
}

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// Assets/_Project/Scripts/Audio/AudioManager.cs
using System.Collections.Generic;
using UnityEngine;
namespace TD.Audio
{
public class AudioManager : MonoBehaviour
{
[System.Serializable]
public struct CategoryConfig
{
public AudioCategory category;
public int maxVoices;
[Range(0f, 1f)]
public float volume;
}
public static AudioManager Instance { get; private set; }
[SerializeField] private CategoryConfig[] categories;
private Dictionary<AudioCategory, AudioSource[]> pools;
private Dictionary<AudioCategory, int> indices;
private void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
InitializePools();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
private void InitializePools()
{
pools = new Dictionary<AudioCategory, AudioSource[]>();
indices = new Dictionary<AudioCategory, int>();
foreach (var config in categories)
{
var pool = new AudioSource[config.maxVoices];
for (int i = 0; i < config.maxVoices; i++)
{
var src = gameObject.AddComponent<AudioSource>();
src.playOnAwake = false;
src.volume = config.volume;
pool[i] = src;
}
pools[config.category] = pool;
indices[config.category] = 0;
}
}
public void Play(AudioClip clip, AudioCategory category, float pitch = 1f)
{
if (clip == null) return;
if (!pools.TryGetValue(category, out var pool)) return;
int idx = indices[category];
var src = pool[idx % pool.Length];
src.pitch = pitch;
src.clip = clip;
src.Play();
indices[category] = idx + 1;
}
}
}

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// Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
using TD.Audio;
using UnityEngine;
namespace TD.Combat
@ -14,7 +15,6 @@ namespace TD.Combat
/// as the Tesla Coil gains more audio (idle hum, charge-up, etc.).
/// </remarks>
[RequireComponent(typeof(TowerCombat))]
[RequireComponent(typeof(AudioSource))]
public class TeslaTowerFireSound : MonoBehaviour
{
[Tooltip("Sound played each time the coil discharges.")]
@ -25,12 +25,10 @@ namespace TD.Combat
[SerializeField] private float maxPitch = 1.07f;
private TowerCombat combat;
private AudioSource audioSource;
private void Awake()
{
combat = GetComponent<TowerCombat>();
audioSource = GetComponent<AudioSource>();
combat = GetComponent<TowerCombat>();
}
private void OnEnable()
@ -45,12 +43,7 @@ namespace TD.Combat
private void HandleAreaFired(Vector3[] positions)
{
if (fireClip != null)
{
audioSource.pitch = Random.Range(minPitch, maxPitch);
audioSource.clip = fireClip;
audioSource.Play();
}
AudioManager.Instance?.Play(fireClip, AudioCategory.TowerFire, Random.Range(minPitch, maxPitch));
}
}
}