Listener

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Revision as of 06:43, 19 May 2009 by Jessy (Talk | contribs)

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Author: Jessy

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Description

This is a script that replaces the Volume property of the Audio Listener. It behaves more intuitively than that of the Audio Listener itself. See the page for my Audio script for extensive details.  :-D

Instructions

The Volume property performs the task that the similarly-named parameter of an Audio Listener was intended to perform. Change its value in the Editor for immediate results, or use the methods described in the JavaScript or C# sections.


JavaScript Instructions

Use the following variable declaration in an external script, and drag the Game Object containing the Audio Listener component onto the Listener variable slot in the inspector:

<javascript>var listener : Listener;</javascript>


Use listener.Volume(newVolume); to assign the volume parameter a value of newVolume, instead of assigning a value to volume directly. (You may find the way this is handled via C# to be more intuitive.)

JavaScript - Listener.js

<javascript>@script RequireComponent(AudioListener)

var volume : float = 1;

private var loudnessExponent = Mathf.Log(Mathf.Sqrt(10), 2);

function Volume (newVolume) { volume = newVolume; var listenerLoudness = Mathf.Pow(volume, loudnessExponent);

// volume values outside 0-1 mean nothing in Unity listenerLoudness = Mathf.Clamp(listenerLoudness, 0, 1);

AudioListener.volume = listenerLoudness; }

function Start() {Volume(volume);}

// Change values in the Editor; get results. function OnDrawGizmos () {Volume(volume);}</javascript>


C# Instructions

Use the following variable declaration in an external script, and drag the Game Object containing the Audio Listener component onto the Listener variable slot in the inspector:

<csharp>public Listener listener;</csharp>


Use listener.Volume = newVolume; to assign the volume parameter a value of newVolume, instead of assigning a value to volume directly.

C# - Listener.cs

<csharp>using UnityEngine; using System.Collections;

// helps to automatically link the first attached instance of this script // to an Audio Source, if no Audio Sources were present [RequireComponent (typeof(AudioSource))]

// also helps to automatically link the Audio Listener [ExecuteInEditMode()]

public class Audio : MonoBehaviour { public AudioSource audioSource; public Transform audioListener; public float volume = 1; public float minVolume = 0; public float maxVolume = 1; public float rolloffFactor = 1; public float rolloffThreshold = 1; public bool ignoreDistance = false;

float loudness; float minLoudness; float maxLoudness; float loudnessExponent = Mathf.Log(Mathf.Sqrt(10), 2);

public float Volume { get {return loudness;} set { volume = value; loudness = Mathf.Pow(volume, loudnessExponent); if (audioSource && ignoreDistance) audioSource.volume = Mathf.Clamp(loudness, minLoudness, maxLoudness); } }

public float MinVolume { get {return minLoudness;} set { // volume values less than 0 mean nothing in Unity // ensure minVolume is not greater than maxVolume; minVolume = Mathf.Clamp(value, 0, maxVolume);

minLoudness = Mathf.Pow(minVolume, loudnessExponent); } }

public float MaxVolume { get {return maxLoudness;} set { // ensure maxVolume is not less than minVolume; // volume values greater than 1 mean nothing in Unity maxVolume = Mathf.Clamp(value, minVolume, 1);

maxLoudness = Mathf.Pow(maxVolume, loudnessExponent); } }

float rolloffExponent;

public float RolloffFactor { get {return rolloffExponent;} set { // Negative values don't make sense for this rolloffFactor = Mathf.Max(value, 0);

rolloffExponent = Mathf.Log(.5f, (1 / rolloffFactor + 1)); } }

public float RolloffThreshold { // no need for a getter; use rolloffThreshold directly

set { // Negative values don't make sense for this rolloffThreshold = Mathf.Max(value, 0); } }

Transform thisTransform;

void Start() { // If there is only one Audio Source attached to this game object, // and there are no other instances of this script attached, // automatically link this script to the Audio Source. if (GetComponents(typeof(AudioSource)).Length < 2 && GetComponents(this.GetType()).Length < 2) audioSource = audio;

if (!audioListener) { Component listenerComponent = FindObjectOfType(typeof(AudioListener)) as Component; if (listenerComponent) audioListener = listenerComponent.gameObject.transform; }

// These properties are not useful; // initializing them this way keeps this script as tidy as possible. if (audioSource) { audioSource.minVolume = 0; audioSource.maxVolume = 1; audioSource.rolloffFactor = 0; }

thisTransform = transform;

Volume = volume; MinVolume = minVolume; MaxVolume = maxVolume; RolloffFactor = rolloffFactor;

// Change values in the Editor (during Play Mode); get results. if (Application.isEditor & Application.isPlaying) StartCoroutine("RefreshProperties"); }

// Using OnDrawGizmos() would be a performance hit // in the Editor, given several properties to update. IEnumerator RefreshProperties () { while (true) { Volume = volume; yield return 0; MinVolume = minVolume; yield return 0; MaxVolume = maxVolume; yield return 0; RolloffFactor = rolloffFactor; yield return 0; }

   }

void Update () { if (Application.isPlaying && audioSource && audioListener && (ignoreDistance == false)) { float distanceToListener = Vector3.Distance(thisTransform.position, audioListener.position); float rolloffBase = distanceToListener / rolloffThreshold; float positionalVolume = Mathf.Pow(rolloffBase, rolloffExponent) * loudness; audioSource.volume = Mathf.Clamp(positionalVolume, minLoudness, maxLoudness); } } }</csharp >

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