Update
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using Invector;
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using System.Collections;
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using UnityEngine;
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[RequireComponent(typeof(AudioSource))]
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public class PlaySoundLoop : MonoBehaviour
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{
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public AudioClip[] clips;
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public bool playOnAwake;
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public AnimationCurve volumeCurve;
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public AnimationCurve pitchCurve;
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public AnimationCurve frequencyCurve;
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protected AudioSource source;
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[vReadOnly]
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public float currentCurveTime;
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bool isPlaying;
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public void ChangeCurveTime(float curveTime)
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{
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currentCurveTime = curveTime;
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}
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private void Awake()
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{
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source = GetComponent<AudioSource>();
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if (source != null && playOnAwake) { Play(); }
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}
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public void Play()
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{
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isPlaying = true;
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StopAllCoroutines();
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if (gameObject.activeInHierarchy)
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{
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currentCurveTime = 0;
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StartCoroutine(PlayRoutine());
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}
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}
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public void Stop()
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{
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isPlaying = false;
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}
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IEnumerator PlayRoutine()
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{
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float time = 0;
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while (isPlaying)
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{
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float _frequency = frequencyCurve.Evaluate(currentCurveTime);
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if (time < _frequency)
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{
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time += Time.deltaTime;
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}
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else
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{
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time = 0;
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PlayOnShot();
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}
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yield return null;
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}
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}
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protected virtual void PlayOnShot()
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{
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if (source)
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{
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float _frequency = frequencyCurve.Evaluate(currentCurveTime);
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float _volume = volumeCurve.Evaluate(currentCurveTime);
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float _pitch = pitchCurve.Evaluate(currentCurveTime);
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AudioClip clip = clips[Random.Range(0, clips.Length)];
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if (clip != null)
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{
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source.volume = _volume;
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source.pitch = _pitch;
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source.PlayOneShot(clip);
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}
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}
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}
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}
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