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FModMultiSounds.cs
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FModMultiSounds.cs
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using System.Linq;
using FMOD;
using FMOD.Studio;
using FMODUnity;
using SMLHelper.V2.FMod.Interfaces;
using SMLHelper.V2.Utility;
using UnityEngine;
namespace SMLHelper.V2.FMod
{
/// <summary>
/// This class is used to register FMOD events with multiple sounds in one event.
/// </summary>
public class FModMultiSounds : IFModSound
{
/// <summary>
/// Makes the sounds play in a randomized order. when <c>false</c>, sounds will play subsequently.
/// </summary>
public bool randomizeSounds;
private Sound[] _sounds;
private Bus _bus;
private int _currentIndex;
private int Index
{
get
{
if (_currentIndex >= _sounds.Length - 1)
{
_currentIndex = 0;
}
return _currentIndex++;
}
}
/// <summary>
/// Constructs a new instance of <see cref="FModMultiSounds"/>. Used to register FMOD events with multiple sounds in one event.
/// </summary>
/// <param name="sounds">The sounds to register for this object. Please ensure that none of the sounds are on <see cref="MODE.LOOP_NORMAL"/> or <see cref="MODE.LOOP_BIDI"/> modes.</param>
/// <param name="busPath"><see cref="Bus"/> path to play these sounds under.</param>
/// <param name="randomizeSounds">Makes the sounds play in a randomized order. when <c>false</c>, sounds will play subsequently.</param>
public FModMultiSounds(Sound[] sounds, string busPath, bool randomizeSounds = false)
{
_sounds = sounds;
_bus = RuntimeManager.GetBus(busPath);
this.randomizeSounds = randomizeSounds;
}
/// <summary>
/// Constructs a new instance of <see cref="FModMultiSounds"/>. Used to register FMOD events with multiple sounds in one event.
/// </summary>
/// <param name="clips">The clips to register for this object.</param>
/// <param name="mode">The mode to set the clips to. Cannot be <c>MODE.LOOP_NORMAL</c> or <c>MODE.LOOP_BIDI</c>.</param>
/// <param name="busPath"><see cref="Bus"/> path to play these sounds under.</param>
/// <param name="randomizeSounds">Makes the sounds play in a randomized order. when <c>false</c>, sounds will play subsequently.</param>
public FModMultiSounds(AudioClip[] clips, MODE mode, string busPath, bool randomizeSounds = false)
{
mode &= ~MODE.LOOP_NORMAL & ~MODE.LOOP_BIDI; // Remove unsupported modes
_sounds = AudioUtils.CreateSounds(clips, mode).ToArray();
_bus = RuntimeManager.GetBus(busPath);
this.randomizeSounds = randomizeSounds;
}
/// <summary>
/// Constructs a new instance of <see cref="FModMultiSounds"/>. Used to register FMOD events with multiple sounds in one event.
/// </summary>
/// <param name="soundPaths">The sound paths to register for this object. Paths must be relative to the base game folder.</param>
/// <param name="mode">The mode to set the clips to. Cannot be <c>MODE.LOOP_NORMAL</c> or <c>MODE.LOOP_BIDI</c>.</param>
/// <param name="busPath"><see cref="Bus"/> path to play these sounds under.</param>
/// <param name="randomizeSounds">Makes the sounds play in a randomized order. when <c>false</c>, sounds will play subsequently.</param>
public FModMultiSounds(string[] soundPaths, MODE mode, string busPath, bool randomizeSounds = false)
{
mode &= ~MODE.LOOP_NORMAL & ~MODE.LOOP_BIDI; // Remove unsupported modes
_sounds = AudioUtils.CreateSounds(soundPaths, mode).ToArray();
_bus = RuntimeManager.GetBus(busPath);
this.randomizeSounds = randomizeSounds;
}
Channel IFModSound.PlaySound()
{
if (_sounds is {Length: > 0})
{
if (randomizeSounds)
{
return AudioUtils.PlaySound(_sounds[Random.Range(0, _sounds.Length)], _bus);
}
return AudioUtils.PlaySound(_sounds[Index], _bus);
}
InternalLogger.Error("MultiSounds must have some sounds.");
return default;
}
}
}