music
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2286de6fbc
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10 changed files with 218 additions and 27 deletions
8
Assets/_Project/Audio/music.meta
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8
Assets/_Project/Audio/music.meta
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8
Assets/_Project/Audio/music/menu.meta
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8
Assets/_Project/Audio/music/menu.meta
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BIN
Assets/_Project/Audio/music/menu/menu_1.wav
(Stored with Git LFS)
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BIN
Assets/_Project/Audio/music/menu/menu_1.wav
(Stored with Git LFS)
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Binary file not shown.
23
Assets/_Project/Audio/music/menu/menu_1.wav.meta
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23
Assets/_Project/Audio/music/menu/menu_1.wav.meta
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@ -0,0 +1,23 @@
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fileFormatVersion: 2
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guid: d4626563ad3c90179b247207e7b9f0be
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AudioImporter:
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externalObjects: {}
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serializedVersion: 8
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defaultSettings:
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serializedVersion: 2
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loadType: 0
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quality: 1
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@ -2261,9 +2261,6 @@ MonoBehaviour:
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- category: 2
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maxVoices: 4
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volume: 0.5
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- category: 3
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maxVoices: 4
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volume: 0.5
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m_EditorClassIdentifier: Assembly-CSharp::TD.Audio.MusicPlayer
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clip: {fileID: 8300000, guid: d4626563ad3c90179b247207e7b9f0be, type: 3}
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volume: 0.632
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--- !u!82 &516125086
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m_audioClip: {fileID: 0}
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m_Resource: {fileID: 0}
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m_PlayOnAwake: 1
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m_Volume: 1
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m_Pitch: 1
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Loop: 0
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Mute: 0
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Priority: 128
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@ -28772,3 +28913,4 @@ SceneRoots:
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- {fileID: 1889390964}
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- {fileID: 2139601601}
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- {fileID: 176580462}
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- {fileID: 516125087}
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@ -1,5 +1,5 @@
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// Assets/_Project/Scripts/Audio/AudioCategory.cs
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namespace TD.Audio
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{
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public enum AudioCategory { TowerFire, EnemyHitDeath, UI, Music }
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public enum AudioCategory { TowerFire, EnemyHitDeath, UI }
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}
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27
Assets/_Project/Scripts/Audio/MusicPlayer.cs
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Assets/_Project/Scripts/Audio/MusicPlayer.cs
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// Assets/_Project/Scripts/Audio/MusicPlayer.cs
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using UnityEngine;
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namespace TD.Audio
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{
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/// <summary>
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/// Plays a single looping music track for the scene it lives in.
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/// Add to a GameObject in the scene, assign a clip, and it starts on load.
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/// </summary>
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[RequireComponent(typeof(AudioSource))]
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public class MusicPlayer : MonoBehaviour
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{
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[SerializeField] private AudioClip clip;
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[Range(0f, 1f)]
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[SerializeField] private float volume = 1f;
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private void Start()
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{
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var src = GetComponent<AudioSource>();
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src.clip = clip;
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src.volume = volume;
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src.loop = true;
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src.playOnAwake = false;
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src.Play();
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}
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}
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}
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2
Assets/_Project/Scripts/Audio/MusicPlayer.cs.meta
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2
Assets/_Project/Scripts/Audio/MusicPlayer.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 292ad37b9e4d1d7c28e59cf4dc1e99fa
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@ -13,7 +13,6 @@ Centralised voice-limited audio for the game. Lives in `Assets/_Project/Scripts/
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| `TowerFire` | Tower attack sounds |
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| `EnemyHitDeath` | Enemy damage and death sounds |
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| `UI` | Button clicks, placement confirmation, etc. |
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| `Music` | Background music |
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Voice limits and volume per category are configured in the Inspector on the `AudioManager` scene GameObject.
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@ -25,7 +24,6 @@ Suggested defaults:
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- TowerFire: 4 voices, volume 1.0
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- EnemyHitDeath: 8 voices, volume 1.0
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- UI: 4 voices, volume 1.0
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- Music: 2 voices, volume 0.8
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## Adding a new sound-emitting component
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@ -109,43 +109,23 @@
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{
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"key": "ShapeBuilder.LastSize.Stairs",
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},
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"key": "ShapeBuilder.LastRotation.Cube",
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"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
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{
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"value": "{\"m_Value\":0}"
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{
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"key": "ShapeBuilder.PivotLocation.Stairs",
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"value": "{\"m_Value\":0}"
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},
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{
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"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"key": "ShapeBuilder.Cube",
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"value": "{}"
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},
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{
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"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"key": "ShapeBuilder.Stairs",
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"value": "{}"
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},
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{
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"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"key": "s_SelectMode",
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