Beispiel #1
0
        /// Pauses the playback of active sound sources.
        ///
        /// @param %channels    An optional word list of channel indices or an empty
        /// string to pause sources on all channels.
        /// @param %pauseSet    An optional SimSet which is filled with the paused
        /// sources.  If not specified the global SFXPausedSet
        /// is used.
        ///
        /// @deprecated
        public static void sfxPause(List <int> channels = null, SimSet pauseSet = null)
        {
            // Did we get a set to populate?
            if (pauseSet == null)
            {
                pauseSet = SFXPausedSet;
            }

            SimSet SFXSourceSet = Sim.FindObjectByName <SimSet>("SFXSourceSet");

            int count = SFXSourceSet.getCount();

            for (uint i = 0; i < count; i++)
            {
                SFXSource source = SFXSourceSet.getObject(i).As <SFXSource>();

                int channel = sfxGroupToOldChannel(source.getGroup());
                if (channels != null && !channels.Contains(channel))
                {
                    continue;
                }

                source.pause();
                pauseSet.add(source);
            }
        }
 public static void PlaySound(AudioClip clip)
 {
     if (!SFXSource.isPlaying)
     {
         SFXSource.PlayOneShot(clip);
     }
 }
        public static void PlayOneShot(AudioBundle bundle, string audioName, Action onAudioEnd, float volumeScale = 1.0f)
        {
            AudioClip clip = GetClip(bundle, audioName);

            SFXSource.PlayOneShot(clip, volumeScale);
            Framework.Extensions.DelayAction(clip.length, onAudioEnd);
        }
Beispiel #4
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        public static void PlayOneShot(MonoBehaviour mono, TPAudioBundle bundle, string audioName, Action onAudioEnd, float volumeScale = 1.0f)
        {
            AudioClip clip = GetClip(bundle, audioName);

            SFXSource.PlayOneShot(clip, volumeScale);
            mono.StartCoroutine(DelayAction(clip.length, onAudioEnd));
        }
Beispiel #5
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        public static void sfxSetChannelVolume(SimSet channel, float volume)
        {
            SFXSource obj = sfxOldChannelToGroup(channel);

            if (obj.isObject())
            {
                obj.setVolume(volume);
            }
        }
Beispiel #6
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        private static void sfxStopAll(int channel)
        {
            // Don't stop channel itself since that isn't quite what the function
            // here intends.

            SFXSource source = sfxOldChannelToGroup(channel);

            for (uint i = 0; i < source.getCount(); i++)
            {
                source.getObject(i).As <SFXSource>().stop();
            }
        }
Beispiel #7
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        private static int sfxGroupToOldChannel(SimGroup group)
        {
            int id = group.getId();

            for (int index = 0; index < AudioChannels.Count; index++)
            {
                SFXSource audioChannel = AudioChannels[index];
                if (audioChannel.getId() == id)
                {
                    return(index);
                }
            }
            return(-1);
        }
 public void PlaySoundEffect(GameObject SourceObject, string FileName)
 {
     if (mSources.ContainsKey(SourceObject))
     {
         mSources[SourceObject].PlaySFX(FileName);
     }
     else
     {
         SFXSource Source = SourceObject.GetComponent <SFXSource>();
         if (Source == null)
         {
             Debug.LogWarning(SourceObject.name + " does not possess component SFXSource.");
             return;
         }
         mSources.Add(SourceObject, Source);
         Source.PlaySFX(FileName);
     }
 }
Beispiel #9
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        /// Resumes the playback of paused sound sources.
        ///
        /// @param %pauseSet    An optional SimSet which contains the paused sound
        /// sources to be resumed.  If not specified the global
        /// SFXPausedSet is used.
        /// @deprecated
        public static void sfxResume(SimSet pauseSet = null)
        {
            if (pauseSet == null)
            {
                pauseSet = SFXPausedSet;
            }

            int count = pauseSet.getCount();

            for (uint i = 0; i < count; i++)
            {
                SFXSource source = pauseSet.getObject(i).As <SFXSource>();
                source.play();
            }

            // Clear our pause set... the caller is left
            // to clear his own if he passed one.
            pauseSet.clear();
        }
Beispiel #10
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        public static void Init()
        {
            //-----------------------------------------------------------------------------
            //    Source groups.
            //-----------------------------------------------------------------------------
            SFXDescription AudioMaster = new SFXDescription("AudioMaster");

            AudioMaster.registerSingleton();
            System.Console.WriteLine(AudioMaster.ConeInsideAngle);

            AudioChannelMaster = new SFXSource("AudioChannelMaster")
            {
                Description = AudioMaster
            };
            AudioChannelMaster.registerSingleton();
            System.Console.WriteLine(AudioChannelMaster.Description.getName());

            SFXDescription AudioChannel = new SFXDescription("AudioChannel")
            {
                SourceGroup = AudioChannelMaster
            };

            AudioChannel.registerSingleton();

            SFXSource AudioChannelDefault = new SFXSource("AudioChannelDefault")
            {
                Description = AudioChannel
            };

            AudioChannelDefault.registerSingleton();

            SFXSource AudioChannelGui = new SFXSource("AudioChannelGui")
            {
                Description = AudioChannel
            };

            AudioChannelGui.registerSingleton();

            AudioChannelEffects = new SFXSource("AudioChannelEffects")
            {
                Description = AudioChannel
            };
            AudioChannelEffects.registerSingleton();

            SFXSource AudioChannelMessages = new SFXSource("AudioChannelMessages")
            {
                Description = AudioChannel
            };

            AudioChannelMessages.registerSingleton();

            SFXSource AudioChannelMusic = new SFXSource("AudioChannelMusic")
            {
                Description = AudioChannel
            };

            AudioChannelMusic.registerSingleton();

            // Set default playback states of the channels.

            AudioChannelMaster.play();
            AudioChannelDefault.play();

            AudioChannelGui.play();
            AudioChannelMusic.play();
            AudioChannelMessages.play();

            // Stop in-game effects channels.
            AudioChannelEffects.stop();

            AudioChannels.Add(AudioChannelDefault);
            AudioChannels.Add(AudioChannelGui);
            AudioChannels.Add(AudioChannelEffects);
            AudioChannels.Add(AudioChannelMessages);
            AudioChannels.Add(AudioChannelMusic);

            //-----------------------------------------------------------------------------
            //    Master SFXDescriptions.
            //-----------------------------------------------------------------------------
            // Master description for interface audio.
            SFXDescription AudioGui = new SFXDescription("AudioGui")
            {
                Volume      = 1.0f,
                SourceGroup = AudioChannelGui
            };

            AudioGui.registerSingleton();

            // Master description for game effects audio.
            SFXDescription AudioEffect = new SFXDescription("AudioEffect")
            {
                Volume      = 1.0f,
                SourceGroup = AudioChannelEffects
            };

            AudioEffect.registerSingleton();

            // Master description for audio in notifications.
            SFXDescription AudioMessage = new SFXDescription("AudioMessage")
            {
                Volume      = 1.0f,
                SourceGroup = AudioChannelMessages
            };

            AudioMessage.registerSingleton();

            // Master description for music.
            SFXDescription AudioMusic = new SFXDescription("AudioMusic")
            {
                Volume      = 1.0f,
                SourceGroup = AudioChannelMusic
            };

            AudioMusic.registerSingleton();

            SFXPausedSet = new SimSet("SFXPausedSet");
            SFXPausedSet.registerSingleton();

            InitBackwardsCompatibility();
        }
Beispiel #11
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        public static string sfxGetChannelVolume(SimSet channel)
        {
            SFXSource obj = sfxOldChannelToGroup(channel);

            return(obj.isObject() ? obj.getVolume().AsString() : "0");
        }
 public static void PlayOneShot(AudioBundle bundle, string audioName, float volumeScale = 1.0f)
 {
     SFXSource.PlayOneShot(GetClip(bundle, audioName), volumeScale);
 }
Beispiel #13
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    // @formatter:on

    public void PlaySource(SFXSource source) => PlaySource((byte)source);