Files
riversong-code-showcase/Source/Riversong/Game/Audio/SoundPlayerSystem.cs
2026-05-21 16:04:49 +02:00

184 lines
5.6 KiB
C#

using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Audio;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DanieleMarotta.RiversongCodeShowcase
{
[Service(typeof(ISoundPlayer))]
[GameSystemGroup(typeof(AudioSystemGroup))]
[InitializeAfter(typeof(BackgroundMusicSystem))]
public class SoundPlayerSystem : GameSystem, IInitializable, IUpdatable, ISoundPlayer, IDrawGizmos
{
private const int ChannelCount = 16;
[InjectService]
private ITileSpace _tileSpace;
[InjectService]
private IScene _scene;
[InjectService]
private ICameraProperties _cameraProperties;
[InjectService]
private GameConfig _config;
private AudioSourcePool _poolNonSpatial;
private AudioSourcePool _poolSpatial;
private SystemSoundLibrary _systemSoundLibrary;
public SoundPlayerSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public async UniTask InitializeAsync()
{
var systemSoundLibraryTask = _config.Audio.SystemSoundLibrary.LoadAssetAsync<SystemSoundLibrary>().ToUniTask();
var audioSourcePrefabTask = _config.Audio.AudioSourcePrefab.LoadAssetAsync().ToUniTask();
_systemSoundLibrary = await systemSoundLibraryTask;
var audioSourcePrefab = (await audioSourcePrefabTask).GetComponent<AudioSource>();
await InitializePoolAsync(audioSourcePrefab);
}
private async UniTask InitializePoolAsync(AudioSource audioSourcePrefab)
{
_poolNonSpatial = InitializePool(audioSourcePrefab, "Sound_{0:00} (2D)");
await UniTask.NextFrame();
_poolSpatial = InitializePool(audioSourcePrefab, "Sound_{0:00} (3D)");
await UniTask.NextFrame();
}
private AudioSourcePool InitializePool(AudioSource audioSourcePrefab, string nameFormat)
{
var audioSources = new AudioSource[ChannelCount];
for (var i = 0; i < ChannelCount; i++)
{
var source = Object.Instantiate(audioSourcePrefab, _scene.SceneFolders.AudioSources);
source.name = string.Format(nameFormat, i);
audioSources[i] = source;
}
return new AudioSourcePool(audioSources);
}
public void Update()
{
UpdateSpatialAudioSources();
}
private void UpdateSpatialAudioSources()
{
var cameraPosition = ((float3)_scene.MainCamera.transform.position).xz;
var horizontalDistanceRange = _config.Audio.SpatialAudioHorizontalDistanceRange;
var zoomRange = _config.Audio.SpatialAudioZoomRange;
foreach (var audioSource in _poolSpatial.AudioSources)
{
#if !UNITY_EDITOR
if (!audioSource.isPlaying) continue;
#endif
var p = ((float3)audioSource.transform.position).xz;
var horizontalDistance = math.distance(cameraPosition, p);
var t = math.saturate(math.unlerp(horizontalDistanceRange.x, horizontalDistanceRange.y, horizontalDistance));
var attenuation = 1 - t * t;
var zoomFactor = 1 - math.unlerp(zoomRange.x, zoomRange.y, _cameraProperties.Zoom);
audioSource.volume = attenuation * zoomFactor;
}
}
public void Play(AudioResource resource)
{
var source = _poolNonSpatial.GetAudioSource();
source.resource = resource;
source.Play();
}
public void PlayAt(AudioResource resource, float3 position)
{
var source = _poolSpatial.GetAudioSource();
source.resource = resource;
source.transform.position = position;
source.Play();
}
public void PlayAt(AudioResource resource, int2 tile)
{
PlayAt(resource, _tileSpace.TileToWorld(tile));
}
public AudioResource GetSystemSound(SystemSoundId soundId)
{
return _systemSoundLibrary.Sounds.GetValueOrDefault(soundId);
}
public void DrawGizmos(bool selected)
{
#if UNITY_EDITOR
const int width = 60;
const int height = 8;
var camera = _scene.MainCamera;
foreach (var audioSource in _poolSpatial.AudioSources)
{
var screenPoint = camera.WorldToScreenPoint(audioSource.transform.position);
if (screenPoint.z < 0) continue;
var p = new Vector2(screenPoint.x - width * 0.5f, camera.pixelHeight - screenPoint.y);
Handles.BeginGUI();
EditorGUI.DrawRect(new Rect(p.x, p.y, width, height), new Color(0, 0, 0, 0.6f));
var volume = audioSource.volume;
var color = Color.Lerp(Color.red, Color.green, volume);
EditorGUI.DrawRect(new Rect(p.x + 0.5f * (width * (1 - volume)), p.y, width * volume, height), color);
Handles.EndGUI();
}
#endif
}
private class AudioSourcePool
{
private int _nextChannel;
public AudioSourcePool(AudioSource[] audioSources)
{
AudioSources = audioSources;
}
public AudioSource[] AudioSources { get; }
public AudioSource GetAudioSource()
{
var source = AudioSources[_nextChannel];
_nextChannel = (_nextChannel + 1) % ChannelCount;
return source;
}
}
}
}