Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Audio/PlayRandomAudio.cs
2026-05-10 11:47:55 -04:00

84 lines
3.3 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.AudioTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using System.Collections.Generic;
using UnityEngine;
[Opsive.Shared.Utility.Category("Audio")]
[Opsive.Shared.Utility.Description("Plays random audio from array with pitch/volume variation.")]
public class PlayRandomAudio : TargetGameObjectAction
{
[Tooltip("The list of audio clips to randomly select from.")]
[SerializeField] protected List<AudioClip> m_AudioClips = new List<AudioClip>();
[Tooltip("The base volume.")]
[SerializeField] protected SharedVariable<float> m_BaseVolume = 1.0f;
[Tooltip("The volume variation range (random value between -variation and +variation).")]
[SerializeField] protected SharedVariable<float> m_VolumeVariation = 0.1f;
[Tooltip("The base pitch.")]
[SerializeField] protected SharedVariable<float> m_BasePitch = 1.0f;
[Tooltip("The pitch variation range (random value between -variation and +variation).")]
[SerializeField] protected SharedVariable<float> m_PitchVariation = 0.1f;
[Tooltip("Whether to loop the audio.")]
[SerializeField] protected SharedVariable<bool> m_Loop = false;
private AudioSource m_ResolvedAudioSource;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAudioSource = m_ResolvedGameObject.GetComponent<AudioSource>();
}
/// <summary>
/// Updates the action.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAudioSource == null) {
return TaskStatus.Success;
}
if (m_AudioClips == null || m_AudioClips.Count == 0) {
return TaskStatus.Success;
}
var randomIndex = Random.Range(0, m_AudioClips.Count);
var selectedClip = m_AudioClips[randomIndex];
if (selectedClip != null) {
m_ResolvedAudioSource.clip = selectedClip;
m_ResolvedAudioSource.loop = m_Loop.Value;
m_ResolvedAudioSource.volume = Mathf.Clamp01(m_BaseVolume.Value + Random.Range(-m_VolumeVariation.Value, m_VolumeVariation.Value));
m_ResolvedAudioSource.pitch = Mathf.Clamp(m_BasePitch.Value + Random.Range(-m_PitchVariation.Value, m_PitchVariation.Value), 0.1f, 3.0f);
m_ResolvedAudioSource.Play();
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_AudioClips = new List<AudioClip>();
m_BaseVolume = 1.0f;
m_VolumeVariation = 0.1f;
m_BasePitch = 1.0f;
m_PitchVariation = 0.1f;
m_Loop = false;
}
}
}
#endif