revival/game/Assets/Scripts/Audio/AudioManager.cs

66 lines
1.6 KiB
C#
Raw Normal View History

2021-03-08 16:13:19 +01:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FMOD;
using FMOD.Studio;
using FMODUnity;
[RequireComponent(typeof(FMODUnity.StudioBankLoader))]
public class AudioManager : MonoBehaviour
{
[System.Serializable]
private struct AdjustableAudioBus
{
public string BusName;
public PlayerPrefValue PlayerPref;
public void Initialise()
{
var bus = FMODUnity.RuntimeManager.GetBus( $"bus:/{BusName}" );
PlayerPref.OnFloatSet.AddListener( (vol) => bus.setVolume(vol) );
bus.setVolume( PlayerPref.GetFloat( 1.0f ) );
}
}
[SerializeField]
[EventRef]
private string _musicId;
[SerializeField]
private AdjustableAudioBus _musicBus;
[SerializeField]
private AdjustableAudioBus _sfxBus;
[SerializeField]
private AdjustableAudioBus _voBus;
[SerializeField]
private AdjustableAudioBus _uiBus;
public AudioManager Instance { get; private set; }
private EventInstance _musicInstance;
void Awake()
{
if ( Instance != null )
{
Destroy( gameObject );
return;
}
Instance = this;
GetComponent<StudioBankLoader>().enabled = true;
_musicInstance = RuntimeManager.CreateInstance( _musicId );
_musicInstance.start();
_musicBus.Initialise();
_sfxBus.Initialise();
_voBus.Initialise();
_uiBus.Initialise();
}
}