1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets.Vehicles.Aeroplane
5 {
6 public class AeroplaneAudio : MonoBehaviour
7 {
8
9 [Serializable]
10 public class AdvancedSetttings // A class for storing the advanced options.
11 {
12 public float engineMinDistance = 50f; // The min distance of the engine audio source.
13 public float engineMaxDistance = 1000f; // The max distance of the engine audio source.
14 public float engineDopplerLevel = 1f; // The doppler level of the engine audio source.
15 [Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume.
16 public float windMinDistance = 10f; // The min distance of the wind audio source.
17 public float windMaxDistance = 100f; // The max distance of the wind audio source.
18 public float windDopplerLevel = 1f; // The doppler level of the wind audio source.
19 [Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume.
20 }
21
22 [SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting.
23 [SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle.
24 [SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle.
25 [SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed.
26 [SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity.
27 [SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed)
28 [SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed.
29 [SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume.
30 [SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector
31
32 private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine.
33 private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind.
34 private AeroplaneController m_Plane; // Reference to the aeroplane controller.
35 private Rigidbody m_Rigidbody;
36
37
38 private void Awake()
39 {
40 // Set up the reference to the aeroplane controller.
41 m_Plane = GetComponent<AeroplaneController>();
42 m_Rigidbody = GetComponent<Rigidbody>();
43
44
45 // Add the audiosources and get the references.
46 m_EngineSoundSource = gameObject.AddComponent<AudioSource>();
47 m_EngineSoundSource.playOnAwake = false;
48 m_WindSoundSource = gameObject.AddComponent<AudioSource>();
49 m_WindSoundSource.playOnAwake = false;
50
51 // Assign clips to the audiosources.
52 m_EngineSoundSource.clip = m_EngineSound;
53 m_WindSoundSource.clip = m_WindSound;
54
55 // Set the parameters of the audiosources.
56 m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance;
57 m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance;
58 m_EngineSoundSource.loop = true;
59 m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;
60
61 m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance;
62 m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance;
63 m_WindSoundSource.loop = true;
64 m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;
65
66 // call update here to set the sounds pitch and volumes before they actually play
67 Update();
68
69 // Start the sounds playing.
70 m_EngineSoundSource.Play();
71 m_WindSoundSource.Play();
72 }
73
74
75 private void Update()
76 {
77 // Find what proportion of the engine's power is being used.
78 var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower);
79
80 // Set the engine's pitch to be proportional to the engine's current power.
81 m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion);
82
83 // Increase the engine's pitch by an amount proportional to the aeroplane's forward speed.
84 // (this makes the pitch increase when going into a dive!)
85 m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier;
86
87 // Set the engine's volume to be proportional to the engine's current power.
88 m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume,
89 m_Plane.EnginePower);
90
91 // Set the wind's pitch and volume to be proportional to the aeroplane's forward speed.
92 float planeSpeed = m_Rigidbody.velocity.magnitude;
93 m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor;
94 m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume;
95 }
96 }
97 }