DEG-68 [Feat] 오디오 추가

This commit is contained in:
Sehyeon 2025-05-08 17:48:30 +09:00
parent a0d7279381
commit f0d7d621e0
144 changed files with 1082 additions and 697 deletions

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Assets/KSH/GameManager.prefab (Stored with Git LFS) Normal file

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Assets/KSH/ReHousing.unity (Stored with Git LFS)

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@ -69,6 +69,7 @@ public class InteractionController : MonoBehaviour
}
else
{
GameManager.Instance.PlayInteractionSound(interactionType);
interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
}
}

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@ -35,19 +35,23 @@ public class InteractionAnimationPanelController : MonoBehaviour
switch (actionType)
{
case ActionType.Sleep:
animator.Play("Sleep");
break;
case ActionType.Work:
animator.Play("Go2Work");
break;
case ActionType.Eat:
animator.Play("Meal");
break;
case ActionType.Dungeon:
animator.Play("Dungeon");
break;
case ActionType.Housework:
animator.Play("Laundry");
break;
}
_textAnimCoroutine = StartCoroutine(TextDotsAnimation());
_autoHideCoroutine = StartCoroutine(AutoHidePanel());
_autoHideCoroutine = StartCoroutine(AutoHidePanel(actionType));
}
private IEnumerator TextDotsAnimation()
@ -69,7 +73,7 @@ public class InteractionAnimationPanelController : MonoBehaviour
/// 패널이 2초후 자동으로 닫히거나 터치시 닫히도록 합니다.
/// </summary>
/// <returns></returns>
private IEnumerator AutoHidePanel()
private IEnumerator AutoHidePanel(ActionType actionType)
{
float startTime = Time.time;
while (Time.time - startTime < animationDuration)
@ -80,7 +84,8 @@ public class InteractionAnimationPanelController : MonoBehaviour
}
yield return null;
}
GameManager.Instance.StopInteractionSound(actionType);
//패널 닫고 애니메이션 null처리
HidePanel();
_autoHideCoroutine = null;

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@ -16,6 +16,9 @@ public partial class GameManager
[Header("UI 효과음")]
[SerializeField] private AudioClip typingSFX;
[SerializeField] private AudioClip buttonClickSFX;
[SerializeField] private AudioClip errorSFX;
[SerializeField] private AudioClip popupSFX;
[SerializeField] private AudioClip levelupSFX; // 강화 레벨업
[Header("상호 작용 효과음")]
[SerializeField] private AudioClip houseworkSFX;
@ -28,12 +31,26 @@ public partial class GameManager
[SerializeField] private AudioClip gameOverSFX;
[SerializeField] private AudioClip victorySFX;
[Header("플레이어 전투 효과음")]
[SerializeField] private AudioClip housingFootstepSFX;
[SerializeField] private AudioClip dungeonFootstepSFX;
[SerializeField] private AudioClip playerAttackSFX;
[Header("몬스터 전투 효과음")]
[SerializeField] private AudioClip explosionSFX; // 폭발 사운드
[SerializeField] private AudioClip cutSFX; // 베는 사운드
[SerializeField] private AudioClip beamSFX; // 빔 소리?
// 씬에 따른 배경음 맵핑
private Dictionary<string, AudioClip> sceneBGMMap = new Dictionary<string, AudioClip>();
// 현재 재생 중인 BGM 트랙
private string currentBGMTrack = "";
private AudioSource currentInteractionSFX;
private bool wasPlayingBGM = false;
private AudioClip previousBGMClip = null;
// 오디오 관련 초기화
private void InitializeAudio()
{
@ -48,28 +65,41 @@ public partial class GameManager
// BGM 등록
if (housingBGM != null) SafeSoundManager?.LoadAudioClip("HousingBGM", housingBGM);
if (dungeonBGM != null) SafeSoundManager?.LoadAudioClip("DungeonBGM", dungeonBGM);
// 게임 결과
if (gameOverSFX != null) SafeSoundManager?.LoadAudioClip("GameOverSFX", gameOverSFX);
if (victorySFX != null) SafeSoundManager?.LoadAudioClip("VictorySFX", victorySFX);
// SFX 등록
// UI 효과음 등록
if (buttonClickSFX != null) SafeSoundManager?.LoadAudioClip("ButtonClick", buttonClickSFX);
if (typingSFX != null) SafeSoundManager?.LoadAudioClip("Typing", typingSFX);
if (errorSFX != null) SafeSoundManager?.LoadAudioClip("Error", errorSFX);
if (popupSFX != null) SafeSoundManager?.LoadAudioClip("Popup", popupSFX);
if (levelupSFX != null) SafeSoundManager?.LoadAudioClip("LevelUp", levelupSFX);
// 상호작용 효과음 등록
if (houseworkSFX != null) SafeSoundManager?.LoadAudioClip("Housework", houseworkSFX);
if (goToWorkSFX != null) SafeSoundManager?.LoadAudioClip("Work", goToWorkSFX);
if (goToDungeonSFX != null) SafeSoundManager?.LoadAudioClip("Dungeon", goToDungeonSFX);
if (eatingSFX != null) SafeSoundManager?.LoadAudioClip("Eating", eatingSFX);
if (sleepingSFX != null) SafeSoundManager?.LoadAudioClip("Sleeping", sleepingSFX);
// 플레이어 전투 효과음 등록
if (housingFootstepSFX != null) SafeSoundManager?.LoadAudioClip("HousingFootstep", housingFootstepSFX);
if (dungeonFootstepSFX != null) SafeSoundManager?.LoadAudioClip("DungeonFootstep", dungeonFootstepSFX);
if (playerAttackSFX != null) SafeSoundManager?.LoadAudioClip("PlayerAttack", playerAttackSFX);
// 몬스터 전투 효과음 등록
if (explosionSFX != null) SafeSoundManager?.LoadAudioClip("Explosion", explosionSFX);
if (cutSFX != null) SafeSoundManager?.LoadAudioClip("Cut", cutSFX);
if (beamSFX != null) SafeSoundManager?.LoadAudioClip("Beam", beamSFX);
// 저장된 볼륨 설정 로드
// LoadVolumeSettings();
// 현재 씬에 맞는 배경음 재생
// string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
// HandleSceneAudio(currentSceneName);
string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
HandleSceneAudio(currentSceneName);
}
else
{
@ -116,31 +146,37 @@ public partial class GameManager
#endregion
// 씬에 따른 오디오 처리
private void HandleSceneAudio(string sceneName)
private void HandleSceneAudio(string sceneName) // Housing, Game
{
string targetScene = "";
if (sceneName.Contains("Housing"))
{
targetScene = "Housing";
}
else if (sceneName.Contains("Game"))
{
targetScene = "Game";
}
else
{
targetScene = "Housing"; // defalut 값은 Housing으로 설정
}
// 이미 같은 트랙이 재생 중이면 중복 재생하지 않음
if (currentBGMTrack == sceneName) return;
// 씬에 맞는 BGM 재생
if (sceneBGMMap.TryGetValue(sceneName, out AudioClip bgmClip))
if (currentBGMTrack == targetScene) return;
// 타겟 씬에 맞는 BGM 재생
if (sceneBGMMap.TryGetValue(targetScene, out AudioClip bgmClip))
{
if (bgmClip != null)
{
SafeSoundManager?.PlayBGM(bgmClip, true, 1.5f);
currentBGMTrack = sceneName;
currentBGMTrack = targetScene;
}
}
}
#region
public void PlayHousingBackgroundMusic()
{
}
#endregion
#region
// 게임 오버 시 호출
@ -166,12 +202,31 @@ public partial class GameManager
SafeSoundManager?.PlaySFX("Typing");
}
public void PlayErrorSound()
{
SafeSoundManager?.PlaySFX("Error");
}
public void PlayPopupSound()
{
SafeSoundManager?.PlaySFX("Popup");
}
public void PlayLevelUpSound()
{
SafeSoundManager?.PlaySFX("LevelUp");
}
#endregion
#region
public void PlayInteractionSound(ActionType actionType)
{
// 배경음 중지 (페이드아웃)
SafeSoundManager?.StopBGM(true, 0.5f);
// 효과음 재생
switch (actionType)
{
case ActionType.Sleep:
@ -191,6 +246,94 @@ public partial class GameManager
break;
}
}
// 상호작용 효과음 종료
public void StopInteractionSound(ActionType actionType, float fadeTime = 0.5f)
{
string sfxName = "";
switch (actionType)
{
case ActionType.Sleep:
sfxName = "Sleeping";
break;
case ActionType.Work:
sfxName = "Work";
break;
case ActionType.Dungeon:
sfxName = "Dungeon";
break;
case ActionType.Eat:
sfxName = "Eating";
break;
case ActionType.Housework:
sfxName = "Housework";
break;
}
if (!string.IsNullOrEmpty(sfxName))
{
SafeSoundManager?.FadeOutSFXByName(sfxName, fadeTime);
// 배경음 재개
if (wasPlayingBGM && previousBGMClip != null)
{
StartCoroutine(FadeOutAndPlayBGM(sfxName, fadeTime));
}
}
}
// 효과음 페이드아웃 후 배경음 재생 코루틴
private IEnumerator FadeOutAndPlayBGM(string sfxName, float fadeTime)
{
// 효과음 페이드아웃을 위한 시간 대기
yield return new WaitForSeconds(fadeTime);
// Housing BGM 재생
if (housingBGM != null)
{
SafeSoundManager?.PlayBGM(housingBGM, true, 0.5f);
currentBGMTrack = "Housing";
}
}
#endregion
#region
public void PlayHousingFootstepSound()
{
SafeSoundManager?.PlaySFX("HousingFootstep");
}
public void PlayDungeonFootstepSound()
{
SafeSoundManager?.PlaySFX("DungeonFootstep");
}
public void PlayPlayerAttackSound()
{
SafeSoundManager?.PlaySFX("PlayerAttack");
}
#endregion
#region
public void PlayExplosionSound()
{
SafeSoundManager?.PlaySFX("Explosion");
}
public void PlayCutSound()
{
SafeSoundManager?.PlaySFX("Cut");
}
public void PlayBeamSound()
{
SafeSoundManager?.PlaySFX("Beam");
}
#endregion
}

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@ -176,6 +176,38 @@ public class SoundManager : Singleton<SoundManager>
return sfxSource;
}
// 특정 이름의 효과음을 모두 페이드아웃
public void FadeOutSFXByName(string clipName, float fadeTime = 0.5f)
{
if (string.IsNullOrEmpty(clipName)) return;
foreach (var source in sfxSources)
{
if (source.isPlaying && source.clip != null &&
source.clip == audioClips.GetValueOrDefault(clipName))
{
StartCoroutine(FadeOutSFXCoroutine(source, fadeTime));
}
}
}
// 효과음 페이드아웃 코루틴
private IEnumerator FadeOutSFXCoroutine(AudioSource sfxSource, float fadeTime)
{
float startVolume = sfxSource.volume;
float time = 0;
while (time < fadeTime)
{
sfxSource.volume = Mathf.Lerp(startVolume, 0, time / fadeTime);
time += Time.deltaTime;
yield return null;
}
sfxSource.Stop();
sfxSource.volume = sfxVolume; // 원래 볼륨으로 복원
}
// 모든 효과음을 정지
public void StopAllSFX()
{

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