TouhouLS/Assets/Code/AudioHelper.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class AudioHelper {
static Dictionary<int, AudioClip> ClipByID;
static Dictionary<AudioClip, int> IDByClip;
public enum AudioCategory : byte {
Music = 1,
Fx = 2,
Voice = 3
}
public static float VolumeLevel(AudioCategory category) {
return PlayerPrefs.GetFloat(category.ToString(), 0.375f); // Did you know default volume of 1 is a bad idea
}
public static void SetVolume(AudioCategory category, float level) {
PlayerPrefs.SetFloat(category.ToString(), level);
PlayerPrefs.Save();
}
public static int ByClip(AudioClip clip) {
if (IDByClip == null) Init();
if (IDByClip.TryGetValue(clip, out int idIfPresent)) {
return idIfPresent;
}
Debug.LogWarningFormat("{0} is not resources loaded clip!!", clip.name);
return 0;
}
public static AudioClip ByID(int id) {
if (ClipByID == null) Init();
try {
return ClipByID[id];
} catch {
throw new System.Exception(string.Format("Failure to find SFX with ID {0}", id));
}
}
// Build the audio lookup
static void Init() {
ClipByID = new Dictionary<int, AudioClip>();
IDByClip = new Dictionary<AudioClip,int>();
var allAudio = Resources.LoadAll<AudioClip>("");
for (int i = 0; i < allAudio.Length; ++i) {
var clip = allAudio[i];
ClipByID.Add(i, clip);
IDByClip.Add(clip, i);
}
var oString = "Loaded Sounds: ";
foreach (var key in ClipByID) {
oString += key;
}
Debug.Log(oString);
}
}