add audio source fade

This commit is contained in:
2026-04-10 22:05:33 +02:00
parent 50017d40c8
commit 32a428502d

View File

@@ -19,12 +19,35 @@ public class ProTVRoomZone : UdonSharpBehaviour
{
[Header("Der Videoplayer für diesen Raum")]
public GameObject localVideoPlayer;
[Space(10)]
[Header("Fade Settings")]
[Tooltip("Wie lange soll das Ein-/Ausblenden in Sekunden dauern?")]
public float fadeDuration = 1.5f;
[Tooltip("Ziehe hier die AudioSources des ProTVs rein - damit die Lautstärke smooth gefadet wird.")]
public AudioSource[] audioSources;
private BoxCollider roomCollider;
private float fadeProgress = 0f;
private int fadeState = 0;
// Hier speichern wir die echte Lautstärke, bevor sie verfälscht wird
private float[] savedVolumes;
void Start()
{
roomCollider = GetComponent<BoxCollider>();
// Arrays initialisieren und Basis-Lautstärke beim Start sichern
if (audioSources != null && audioSources.Length > 0)
{
savedVolumes = new float[audioSources.Length];
for (int i = 0; i < audioSources.Length; i++)
{
if (audioSources[i] != null) savedVolumes[i] = audioSources[i].volume;
}
}
SendCustomEventDelayedSeconds(nameof(CheckSpawnPosition), 2.0f);
}
@@ -32,25 +55,118 @@ public class ProTVRoomZone : UdonSharpBehaviour
{
VRCPlayerApi player = Networking.LocalPlayer;
if (!Utilities.IsValid(player)) return;
if (roomCollider != null && roomCollider.bounds.Contains(player.GetPosition()))
{
if (localVideoPlayer != null) localVideoPlayer.SetActive(true);
fadeProgress = 1f;
}
else
{
// Update Saved Volumes bevor wir beim Spawn abschalten
UpdateSavedVolumes();
if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
fadeProgress = 0f;
}
}
public override void OnPlayerTriggerEnter(VRCPlayerApi player)
{
if (!Utilities.IsValid(player) || !player.isLocal) return;
if (localVideoPlayer != null) localVideoPlayer.SetActive(true);
// Starte Fade In von 0
fadeProgress = 0f;
fadeState = 1;
}
public override void OnPlayerTriggerExit(VRCPlayerApi player)
{
if (!Utilities.IsValid(player) || !player.isLocal) return;
if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
// GANZ WICHTIG: Echte Lautstärke sichern, BEVOR wir faden
UpdateSavedVolumes();
fadeProgress = 1f;
fadeState = -1; // Starte Fade Out
}
void Update()
{
if (fadeState == 0) return;
if (fadeState == 1) // FADE IN
{
fadeProgress += Time.deltaTime / fadeDuration;
if (fadeProgress >= 1f)
{
fadeProgress = 1f;
fadeState = 0;
}
ApplyFadedVolume();
}
else if (fadeState == -1) // FADE OUT
{
fadeProgress -= Time.deltaTime / fadeDuration;
if (fadeProgress <= 0f)
{
fadeProgress = 0f;
fadeState = 0;
// DER PRO-TV FIX:
// Wir zwingen die Original-Lautstärke in exakt diesem Frame zurück,
// direkt bevor wir das Objekt deaktivieren. ProTV speichert so den echten Wert!
RestoreOriginalVolume();
if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
}
else
{
ApplyFadedVolume();
}
}
}
// --- Hilfsfunktionen für saubereren Code ---
private void UpdateSavedVolumes()
{
if (audioSources == null) return;
for (int i = 0; i < audioSources.Length; i++)
{
// Wir aktualisieren die gespeicherte Lautstärke nur,
// wenn sie gerade nicht auf 0 runtergefadet ist.
if (audioSources[i] != null && audioSources[i].volume > 0.05f)
{
savedVolumes[i] = audioSources[i].volume;
}
}
}
private void ApplyFadedVolume()
{
if (audioSources == null || savedVolumes == null) return;
for (int i = 0; i < audioSources.Length; i++)
{
if (audioSources[i] != null)
{
audioSources[i].volume = savedVolumes[i] * fadeProgress;
}
}
}
private void RestoreOriginalVolume()
{
if (audioSources == null || savedVolumes == null) return;
for (int i = 0; i < audioSources.Length; i++)
{
if (audioSources[i] != null)
{
audioSources[i].volume = savedVolumes[i];
}
}
}
}