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

65 lines
2.1 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 UnityEngine;
using UnityEngine.Audio;
[Opsive.Shared.Utility.Category("Audio")]
[Opsive.Shared.Utility.Description("Sets audio source to mixer group with volume and pitch control.")]
public class SetMixerGroup : TargetGameObjectAction
{
[Tooltip("The AudioMixerGroup to assign.")]
[SerializeField] protected AudioMixerGroup m_MixerGroup;
[Tooltip("The volume level.")]
[SerializeField] protected SharedVariable<float> m_Volume = 1.0f;
[Tooltip("The pitch level.")]
[SerializeField] protected SharedVariable<float> m_Pitch = 1.0f;
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 mixer settings.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAudioSource == null) {
return TaskStatus.Success;
}
m_ResolvedAudioSource.outputAudioMixerGroup = m_MixerGroup;
m_ResolvedAudioSource.volume = Mathf.Clamp01(m_Volume.Value);
m_ResolvedAudioSource.pitch = Mathf.Clamp(m_Pitch.Value, 0.1f, 3.0f);
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_MixerGroup = null;
m_Volume = 1.0f;
m_Pitch = 1.0f;
}
}
}
#endif