Generic Audio Player

Quick question: what is the last item on your priority list for a game jam game? Ok yes, but what comes even after the quit button? The settings! So after I found myself copy-pasting a half-decent audio controller from Particle In A Box I decided to put it in a nice package and use it in future jams.

I had a few simple specifications in mind. It had to be easy to use and modify. And most importantly it had to be usable out of the box. I believe I achieved that with this relatively short script. Its public methods are static so you don’t have to wrestle with references, you can play a music track, set the pitch for each sound effect, and easily set the volume.

Of course, this is not a perfect match for every audio-related need. And it is not supposed to be one. But I think it is good enough for most jams and can serve as a nice foundation in case it is not. The code is documented, and I hope it is self-explanatory. So check it out over here. And here is the full script if you are too lazy to go to Github:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using Random = UnityEngine.Random;

namespace ExtraTools
{
    public class AudioPlayer : MonoBehaviour
    {
        [SerializeField] private int initializeSources = 4;
        [SerializeField, Range(-80, 20)] private float minimumVolume = -80;
        [SerializeField, Range(-80, 20)] private float maximumVolume = 0;
        [SerializeField] private float volumeChangeSpeed = 7;

        private static AudioMixer _mixer;
        private static AudioMixerGroup _sfxMixer;
        private static List<AudioSource> _sources = new List<AudioSource>();
        private static AudioSource _musicSource;
        private static GameObject _thisObject;
        private static Dictionary<string, IEnumerator> _activeCoroutines = new Dictionary<string, IEnumerator>();
        private static float _minVolume = -80;
        private static float _maxVolume = 20;
        private static float _volumeSpeed = 7;

        #region Unity Methods

        private void OnDisable()
        {
            foreach (IEnumerator coroutine in _activeCoroutines.Values)
            {
                StopCoroutine(coroutine);
            }

            if (_musicSource)
                Destroy(_musicSource);

            AudioSource[] sources = _thisObject.GetComponents<AudioSource>();

            for (int i = 0; i < sources.Length; i++)
            {
                Destroy(sources[i]);
            }

            _musicSource = null;
            _activeCoroutines.Clear();
            _sources.Clear();
        }

        private void Awake()
        {
            Set(Resources.Load<AudioMixer>("ExtraTools/Mixer"), minimumVolume, maximumVolume, volumeChangeSpeed);
        }

        #endregion

        /// <summary>
        /// Initialized the AudioPlayer. Use it to override default values
        /// </summary>
        /// <param name="mixer">New mixer to use</param>
        /// <param name="minVolume">Minimum volume to be set in the mixer</param>
        /// <param name="maxVolume">Maximum volume to be set in the mixer</param>
        /// <param name="volumeSpeed">How fast the volume should increase/decrease when music stops</param>
        /// <param name="musicMixerGroup">Mixer group name which controls the music volume</param>
        /// <param name="sfxMixerGroup">Mixer group name which controls the SFX</param>
        private void Set(AudioMixer mixer = null, float minVolume = -80, float maxVolume = 20, float volumeSpeed = 5,
            string musicMixerGroup = "Music", string sfxMixerGroup = "SFX")
        {
            _mixer = mixer;
            _minVolume = minVolume;
            _maxVolume = maxVolume;
            _volumeSpeed = volumeSpeed;
            _thisObject = gameObject;

            AudioMixerGroup[] sfxGroups = _mixer.FindMatchingGroups(sfxMixerGroup);

            if (sfxGroups.Length > 0)
            {
                _sfxMixer = sfxGroups[0];

                for (int i = 0; i < initializeSources; i++)
                {
                    AudioSource source = _thisObject.AddComponent<AudioSource>();
                    source.outputAudioMixerGroup = sfxGroups[0];
                    _sources.Add(source);
                }
            }
            else
            {
                Debug.LogWarning(
                    $"Mixer '{_mixer}' does not have an sfx group '{sfxMixerGroup}'. Volume settings won't work!",
                    _mixer);
            }

            _musicSource = _thisObject.AddComponent<AudioSource>();

            AudioMixerGroup[] musicGroups = _mixer.FindMatchingGroups(musicMixerGroup);

            if (musicGroups.Length > 0)
            {
                _musicSource.outputAudioMixerGroup = musicGroups[0];
            }
            else
            {
                Debug.LogWarning(
                    $"Mixer '{_mixer}' does not have a music group '{musicMixerGroup}'. Volume settings won't work!",
                    _mixer);
            }
        }

        /// <summary>
        /// Plays a clip using an individual audio source. Creates one if all sources are currently busy
        /// </summary>
        /// <param name="clip">Clip to play</param>
        /// <param name="minPitch">Minimum pitch</param>
        /// <param name="maxPitch">Maximum pitch</param>
        public static void PlayOneShot(AudioClip clip, float minPitch = 0, float maxPitch = 0)
        {
            for (int i = 0; i < _sources.Count; i++)
            {
                if (_sources[i].isPlaying) continue;

                _sources[i].pitch = Random.Range(1 - minPitch, 1 + maxPitch);
                _sources[i].PlayOneShot(clip);
                return;
            }

            AudioSource source = _thisObject.AddComponent<AudioSource>();
            source.outputAudioMixerGroup = _sfxMixer;
            source.loop = false;
            source.pitch = Random.Range(1 - minPitch, 1 + maxPitch);
            source.PlayOneShot(clip);
            _sources.Add(source);
        }

        /// <summary>
        /// Plays a music in a dedicated audio source. If volume label is set fades out/in the track.
        /// </summary>
        /// <param name="clip">Track to play</param>
        /// <param name="volumeLabel">Exposed volume parameter label in the mixer</param>
        /// <param name="volume">Volume to play the next track at</param>
        /// <param name="isLooping">Should the track loop?</param>
        public static void PlayMusic(AudioClip clip, string volumeLabel = "", float volume = -1, bool isLooping = true)
        {
            if (!volumeLabel.IsValid())
            {
                _musicSource.clip = clip;
                _musicSource.loop = isLooping;
                _musicSource.Play();
                return;
            }

            if (volume < 0)
                _mixer.GetFloat(volumeLabel, out volume);

            SetVolume(volumeLabel, 0, callback: () => {
                _musicSource.clip = clip;
                _musicSource.loop = isLooping;
                _musicSource.Play();
                SetVolume(volumeLabel, (volume - _minVolume) / (_maxVolume - _minVolume));
            });
        }

        /// <summary>
        /// Stops the current music. If the label is set will fade out before stopping
        /// </summary>
        /// <param name="volumeLabel">Exposed volume parameter label in the mixer</param>
        public static void StopMusic(string volumeLabel = "")
        {
            if (!volumeLabel.IsValid() || !_mixer.GetFloat(volumeLabel, out float currentVolume))
            {
                _musicSource.Stop();
                _musicSource.clip = null;
                return;
            }

            SetVolume(volumeLabel, 0, callback: () => {
                _musicSource.Stop();
                _musicSource.clip = null;
                SetVolume(volumeLabel, currentVolume, true);
            });
        }

        /// <summary>
        /// Sets the volume for a given label.
        /// </summary>
        /// <param name="volumeLabel">Label of an exposed variable on the mixer</param>
        /// <param name="volume">Desired volume level between 0-1</param>
        /// <param name="instant">Should the volume be changed instantly or gradually</param>
        /// <param name="callback">Invoked after the volume is set to desired level</param>
        public static void SetVolume(string volumeLabel, float volume, bool instant = false, Action callback = null)
        {
            float range = _maxVolume - _minVolume;

            if (instant)
            {
                _mixer.SetFloat(volumeLabel, _minVolume + range * volume);
                callback?.Invoke();
                return;
            }

            if (_activeCoroutines.TryGetValue(volumeLabel, out IEnumerator coroutine))
                CoroutineStarter.Get.StopCoroutine(coroutine);
            else
                _activeCoroutines.Add(volumeLabel, null);

            _activeCoroutines[volumeLabel] = VolumeCoroutine(volumeLabel, _minVolume + range * volume, callback);
            CoroutineStarter.Get.StartCoroutine(_activeCoroutines[volumeLabel]);
        }

        /// <summary>
        /// Sets the volume gradually
        /// </summary>
        /// <param name="volumeLabel">Label of an exposed variable on the mixer</param>
        /// <param name="setTo">Desired volume level between minimumVolume-maximumVolume</param>
        /// <param name="callback">Invoked after the volume is set to desired level</param>
        private static IEnumerator VolumeCoroutine(string volumeLabel, float setTo, Action callback = null)
        {
            _mixer.GetFloat(volumeLabel, out float currentVolume);

            while (Mathf.Abs(currentVolume - setTo) > 0.025f)
            {
                currentVolume = Mathf.Lerp(currentVolume, setTo, Time.deltaTime * _volumeSpeed);
                _mixer.SetFloat(volumeLabel, currentVolume);
                yield return null;
            }

            _mixer.SetFloat(volumeLabel, setTo);
            _activeCoroutines.Remove(volumeLabel);
            callback?.Invoke();
        }
    }
}

Note that it needs to have a mixer named “Mixer” inside of a “Resouces/ExtraTools” folder. Or you can provide your mixer with your labels using the Set() method. You will need to do that BEFORE you use any of the other methods. Or you can just download the package which already includes all you need.

Let me know if there is a better way to do it or if there is something else you feel like I should add.