JukeboxController

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Author: Unknown (69.174.143.210)

Description

This is a simple jukebox-style audio manager that lets you load multiple sound clips and have them played/mixed on the fly. The intent was to gradually grow this class into something that would easilly allow crossfades, ducking, etc.

This class is meant to be used in a main game controller script. For example, a game might have multiple levels, a score, lives remaining, etc. All of this state would be kept in a main controller class. This controller might also hold a reference to a JukeboxController object, which would make all the registered sound clips available to all game components, regardless of what scene they are in.

C# - JukeboxController.cs

using UnityEngine;
using System.Collections;
 
/*
    Usage:
    JukeboxController jukebox = new JukeboxController();
    jukebox.AddClip("mysong", myclip);
    jukebox.PlayClip("mysong");
    jukebox.StopClip();
*/
public class JukeboxController {
 
    Hashtable jukebox;
    string current_clip;
 
    public JukeboxController()
    {
        jukebox = new Hashtable();
        current_clip = null;
    } // constructor
 
    public void AddClip(string name, AudioClip clip)
    {
        if (jukebox == null)
        {
            jukebox = new Hashtable();
        } // if
 
        GameObject obj;
        obj = new GameObject();
        obj.AddComponent("AudioSource");
        obj.audio.clip = clip;
        obj.audio.ignoreListenerVolume = true;
        DontDestroyOnLoad(obj);
        jukebox.Add(name, obj);
    } // AddClip()
 
    /*
        Play a named audio clip.
        Does not restart the clip if it is played twice in a row.
        Will stop a previously playing clip to play this new clip.
    */
    public void PlayClip(string name)
    {
        if (name == current_clip)
        {
            return;
        } // if
        if (current_clip != null)
        {
            StopClip();
        } // if
 
        ((GameObject)jukebox[name]).audio.Play();
        current_clip = name;
    } // PlayClip()
 
    public void StopClip()
    {
        ((GameObject)jukebox[current_clip]).audio.Stop();
    } // StopClip()
 
}
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