| | | 1 | | using System.Collections.Generic; |
| | | 2 | | using UnityEngine; |
| | | 3 | | |
| | | 4 | | /// <summary> |
| | | 5 | | /// Play from a list of sounds using next, previous, and random |
| | | 6 | | /// </summary> |
| | | 7 | | [RequireComponent(typeof(AudioSource))] |
| | | 8 | | public class PlaySoundsFromList : MonoBehaviour |
| | | 9 | | { |
| | | 10 | | [Tooltip("Loop the currently playing sound")] |
| | 5 | 11 | | public bool shouldLoop = false; |
| | 5 | 12 | | private bool playing = false; |
| | | 13 | | |
| | | 14 | | [Tooltip("The list of audio clips to play from")] |
| | 5 | 15 | | public List<AudioClip> audioClips = new List<AudioClip>(); |
| | | 16 | | |
| | 5 | 17 | | private AudioSource audioSource = null; |
| | 5 | 18 | | private int index = 0; |
| | | 19 | | |
| | | 20 | | private void Awake() |
| | 4 | 21 | | { |
| | 4 | 22 | | audioSource = GetComponent<AudioSource>(); |
| | 4 | 23 | | } |
| | | 24 | | |
| | | 25 | | public void PlayPause() |
| | 2 | 26 | | { |
| | 2 | 27 | | if(playing) |
| | 2 | 28 | | { |
| | 2 | 29 | | playing = false; |
| | 2 | 30 | | PauseClip(); |
| | 2 | 31 | | } |
| | | 32 | | else |
| | 0 | 33 | | { |
| | 0 | 34 | | playing = true; |
| | 0 | 35 | | PlayClip(); |
| | 0 | 36 | | } |
| | 2 | 37 | | } |
| | | 38 | | public void NextClip() |
| | 2 | 39 | | { |
| | 2 | 40 | | index = ++index % audioClips.Count; |
| | 2 | 41 | | PlayClip(); |
| | 2 | 42 | | } |
| | | 43 | | |
| | | 44 | | public void PreviousClip() |
| | 0 | 45 | | { |
| | 0 | 46 | | index = --index % audioClips.Count; |
| | 0 | 47 | | PlayClip(); |
| | 0 | 48 | | } |
| | | 49 | | |
| | | 50 | | public void RandomClip() |
| | 0 | 51 | | { |
| | 0 | 52 | | index = Random.Range(0, audioClips.Count); |
| | 0 | 53 | | PlayClip(); |
| | 0 | 54 | | } |
| | | 55 | | |
| | | 56 | | public void PlayAtIndex(int value) |
| | 0 | 57 | | { |
| | 0 | 58 | | index = Mathf.Clamp(value, 0, audioClips.Count); |
| | 0 | 59 | | PlayClip(); |
| | 0 | 60 | | } |
| | | 61 | | |
| | | 62 | | public void PauseClip() |
| | 2 | 63 | | { |
| | 2 | 64 | | playing = false; |
| | 2 | 65 | | audioSource.Pause(); |
| | 2 | 66 | | } |
| | | 67 | | |
| | | 68 | | public void StopClip() |
| | 0 | 69 | | { |
| | 0 | 70 | | playing = false; |
| | 0 | 71 | | audioSource.Stop(); |
| | 0 | 72 | | } |
| | | 73 | | |
| | | 74 | | public void PlayCurrentClip() |
| | 0 | 75 | | { |
| | 0 | 76 | | playing = true; |
| | 0 | 77 | | PlayClip(); |
| | 0 | 78 | | } |
| | | 79 | | |
| | | 80 | | private void PlayClip() |
| | 2 | 81 | | { |
| | 2 | 82 | | playing = true; |
| | 2 | 83 | | audioSource.clip = audioClips[Mathf.Abs(index)]; |
| | 2 | 84 | | audioSource.Play(); |
| | 2 | 85 | | } |
| | | 86 | | |
| | | 87 | | private void OnValidate() |
| | 5 | 88 | | { |
| | 5 | 89 | | AudioSource audioSource = GetComponent<AudioSource>(); |
| | 5 | 90 | | audioSource.loop = shouldLoop; |
| | 5 | 91 | | } |
| | | 92 | | } |