Question by
omnibitsd · Jan 13 at 10:05 AM ·
c#audiofootstepsfirstpersoncontroller
Raycast and Footsteps not working; Standard Asset FirstPersonController and Viking Village,Getting Footsteps to Change Based on Material; FPSController Standard Asset & Viking Village
Hi guys,
I'm trying to get used to some audio programming in Unity and I am having a horrible time trying to get my footsteps to change based on material tags. It may not be my code but please take a look and see if you notice anything because I have spent hours trying to get it right;
using System;
using UnityEngine;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[Header("Footstep Sounds")]
[SerializeField] private AudioClip[] m_WoodRunFootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip[] m_WoodWalkFootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip[] m_GrassRunFootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip[] m_GrassWalkFootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip[] m_DirtRunFootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip[] m_DirtWalkFootstepSounds; // an array of footstep sounds that will be randomly selected from.
public float pitchMin, pitchMax, volumeMin, volumeMax;
[Header("Jump Sounds")]
[SerializeField] private AudioClip m_JumpSound; // the vocal sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
[SerializeField] private AudioClip m_LandEmoteSound; // the vocal sound played when character lands.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private CameraRefocus m_CameraRefocus;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
// Use this for initialization
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_CameraRefocus = new CameraRefocus(m_Camera, transform, m_Camera.transform.localPosition);
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
// Update is called once per frame
private void Update()
{
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump)
{
m_Jump = Input.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = m_Camera.transform.forward*m_Input.y + m_Camera.transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
//if (!m_IsWalking)
//{
// // pick & play a random footstep sound from the array,
// // excluding sound at index 0
// int n = Random.Range(1, m_WoodRunFootstepSounds.Length);
// m_AudioSource.clip = m_WoodRunFootstepSounds[n];
// m_AudioSource.pitch = Random.Range(pitchMin, pitchMax);
// m_AudioSource.volume = Random.Range(volumeMin, volumeMax);
// m_AudioSource.PlayOneShot(m_AudioSource.clip);
// // move picked sound to index 0 so it's not picked next time
// m_WoodRunFootstepSounds[n] = m_WoodRunFootstepSounds[0];
// m_WoodRunFootstepSounds[0] = m_AudioSource.clip;
// return;
//}
//else
//{
// // pick & play a random footstep sound from the array,
// // excluding sound at index 0
// int n = Random.Range(1, m_WoodWalkFootstepSounds.Length);
// m_AudioSource.clip = m_WoodWalkFootstepSounds[n];
// m_AudioSource.pitch = Random.Range(pitchMin, pitchMax);
// m_AudioSource.volume = Random.Range(volumeMin, volumeMax);
// m_AudioSource.PlayOneShot(m_AudioSource.clip);
// // move picked sound to index 0 so it's not picked next time
// m_WoodWalkFootstepSounds[n] = m_WoodWalkFootstepSounds[0];
// m_WoodWalkFootstepSounds[0] = m_AudioSource.clip;
// return;
//}
// test for footsteps material
if (!m_IsWalking)
{
if (Physics.Raycast(m_Camera.transform.position, Vector3.down, out RaycastHit hit, m_CharacterController.height / 2f))
//(Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hit,m_CharacterController.height / 2f))
{
switch (hit.collider.tag)
{
case "Wood":
int n_wood = Random.Range(1, m_WoodRunFootstepSounds.Length);
m_AudioSource.clip = m_WoodRunFootstepSounds[n_wood];
m_AudioSource.pitch = Random.Range(pitchMin, pitchMax);
m_AudioSource.volume = Random.Range(volumeMin, volumeMax);
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_WoodRunFootstepSounds[n_wood] = m_WoodRunFootstepSounds[0];
m_WoodRunFootstepSounds[0] = m_AudioSource.clip;
break;
case "Terrain":
int n_dirt = Random.Range(1, m_DirtRunFootstepSounds.Length);
m_AudioSource.clip = m_DirtRunFootstepSounds[n_dirt];
m_AudioSource.pitch = Random.Range(pitchMin, pitchMax);
m_AudioSource.volume = Random.Range(volumeMin, volumeMax);
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_DirtRunFootstepSounds[n_dirt] = m_DirtRunFootstepSounds[0];
m_DirtRunFootstepSounds[0] = m_AudioSource.clip;
break;
case "Grass":
int n_grass = Random.Range(1, m_WoodRunFootstepSounds.Length);
m_AudioSource.clip = m_WoodRunFootstepSounds[n_grass];
m_AudioSource.pitch = Random.Range(pitchMin, pitchMax);
m_AudioSource.volume = Random.Range(volumeMin, volumeMax);
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_WoodRunFootstepSounds[n_grass] = m_WoodRunFootstepSounds[0];
m_WoodRunFootstepSounds[0] = m_AudioSource.clip;
break;
}
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
return;
}
else
{
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_WoodWalkFootstepSounds.Length);
m_AudioSource.clip = m_WoodWalkFootstepSounds[n];
m_AudioSource.pitch = Random.Range(pitchMin, pitchMax);
m_AudioSource.volume = Random.Range(volumeMin, volumeMax);
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_WoodWalkFootstepSounds[n] = m_WoodWalkFootstepSounds[0];
m_WoodWalkFootstepSounds[0] = m_AudioSource.clip;
return;
}
}
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
m_CameraRefocus.SetFocusPoint();
}
private void GetInput(out float speed)
{
// Read input
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
bool waswalking = m_IsWalking;
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick is to be used
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
}
}
private void RotateView()
{
if (Time.timeScale > 0.1f)
{
m_MouseLook.LookRotation(transform, m_Camera.transform);
m_CameraRefocus.GetFocusPoint();
}
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
}
}
If you can think of anything else it could be, maybe colliders or something, or if you have a better suggestion on how to make it work then please let me know!
Thanks SOOOO much
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