I wrote a script that plays random audio files from an array. But I can't figure out how to fade out the current playing audio at the end of the file and fade in the new audio file. below is the code. The Audio file I am using is mp3 files for now and I have a plan to switch to wave files. and any suggestion to that too
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Random = UnityEngine.Random;
public class BackGroundAudio : MonoBehaviour
{
public AudioSource audioSource;
public AudioClip[] audioClipsArray;
public String FileName;
// Start is called before the first frame update
void awake()
{
audioSource = GetComponent<AudioSource>();
}
void Start()
{
}
// Update is called once per frame
void Update()
{
if (!audioSource.isPlaying)
{
PlayRandom();
}
}
void PlayRandom()
{
audioSource.clip=audioClipsArray[Random.Range(0,audioClipsArray.Length)];
audioSource.clip =trimSilence(audioSource.clip);
audioSource.PlayOneShot(audioSource.clip);
}
AudioClip trimSilence(AudioClip inputAudio, float threshold = 0.05f)
{
// Copy samples from input audio to an array. AudioClip uses interleaved format so the length in samples is multiplied by channel count
float[] samplesOriginal = new float[inputAudio.samples * inputAudio.channels];
inputAudio.GetData(samplesOriginal, 0);
// Find first and last sample (from any channel) that exceed the threshold
int audioStart = Array.FindIndex(samplesOriginal, sample => sample > threshold),
audioEnd = Array.FindLastIndex(samplesOriginal, sample => sample > threshold);
// Copy trimmed audio data into another array
float[] samplesTrimmed = new float[audioEnd - audioStart];
Array.Copy(samplesOriginal, audioStart, samplesTrimmed, 0, samplesTrimmed.Length);
// Create new AudioClip for trimmed audio data
AudioClip trimmedAudio = AudioClip.Create(inputAudio.name, samplesTrimmed.Length / inputAudio.channels, inputAudio.channels, inputAudio.frequency, false);
trimmedAudio.SetData(samplesTrimmed, 0);
return trimmedAudio;
}
}
CodePudding user response:
Something like this should do it, you can do better solutions with audio mixers but I believe this is the lowest effort/easiest implementation.
In words: when you start a clip, it will set the audioSource's volume from 0 to 1 over FADE_TIME_SECONDS
seconds. And then at the same time, we start a Coroutine delayed with the clip's length minus FADE_TIME_SECONDS
and do the same, but from 1 to 0, which sets up for the next track, starting volume at 0 and fading in.
In code:
const float FADE_TIME_SECONDS = 5;
void PlayRandom()
{
StartCoroutine(FadeIn());
audioSource.clip = audioClipsArray[Random.Range(0,audioClipsArray.Length)];
audioSource.clip = trimSilence(audioSource.clip);
audioSource.PlayOneShot(audioSource.clip);
StartCoroutine(FadeOut(audioSource.clip.length - FADE_TIME_SECONDS));
}
IEnumerator FadeOut(float delay)
{
yield return new WaitForSeconds(delay);
var timeElapsed = 0;
while (audioSource.volume > 0)
{
audioSource.volume = Mathf.Lerp(1, 0, timeElapsed / FADE_TIME_SECONDS);
timeElapsed = Time.deltaTime;
yield return;
}
}
IEnumerator FadeIn()
{
var timeElapsed = 0;
while (audioSource.volume < 1)
{
audioSource.volume = Mathf.Lerp(0, 1, timeElapsed / FADE_TIME_SECONDS);
timeElapsed = Time.deltaTime;
yield return;
}
}