Implemented pauses on AudioManager
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@@ -1,16 +1,82 @@
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using AppleHills.Core.Settings;
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using Bootstrap;
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using Core;
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using PuzzleS;
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using UnityEngine;
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using UnityEngine.Audio;
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using Bootstrap;
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using AppleHills.Core;
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using AppleHills.Core.Interfaces;
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public class AudioManager : MonoBehaviour
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public class AudioManager : MonoBehaviour, IPausable
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{
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/// <summary>
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/// Play all audio, just music or no audio at all when the game is paused.
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/// </summary>
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public enum PauseBehavior
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{PlayAllAudio, MusicOnly, NoAudio}
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public PauseBehavior currentPauseBehavior;
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public AudioMixer _audioMixer;
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private AudioListener _audioListener;
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private static AudioManager _instance;
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private GameObject _player;
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/// <summary>
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/// Singleton instance of the AudioManager.
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/// </summary>
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public static AudioManager Instance => _instance;
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void Awake()
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{
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_instance = this;
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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GameManager.Instance.RegisterPausableComponent(this);
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}
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private void InitializePostBoot()
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{
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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_player = QuickAccess.Instance.PlayerGameObject;
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_audioListener = QuickAccess.Instance.MainCamera.GetComponent<AudioListener>();
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}
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// Update is called once per frame
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void Update()
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public void SetAudioPauseBehavior(PauseBehavior newPauseBehavior)
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{
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switch (newPauseBehavior)
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{
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case PauseBehavior.PlayAllAudio:
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_audioMixer.updateMode = AudioMixerUpdateMode.UnscaledTime;
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AudioListener.pause = false;
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break;
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case PauseBehavior.MusicOnly:
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_audioMixer.updateMode = AudioMixerUpdateMode.UnscaledTime; break;
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//TODO: Pause all audio mixers except music mixer
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case PauseBehavior.NoAudio:
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_audioMixer.updateMode = AudioMixerUpdateMode.Normal;
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AudioListener.pause = true;
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break;
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}
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}
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public void Pause()
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{
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SetAudioPauseBehavior(PauseBehavior.NoAudio);
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}
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public void DoResume()
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{
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SetAudioPauseBehavior(PauseBehavior.PlayAllAudio);
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}
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}
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