Beispiel #1
0
    SoundEmitter AllocEmitter()
    {
        // Look for unused emitter
        foreach (var e in m_Emitters)
        {
            if (!e.playing)
            {
                e.seqId = m_SequenceId++;
                return(e);
            }
        }

        // Hunt down one emitter to kill
        SoundEmitter emitter     = null;
        float        distance    = float.MinValue;
        var          listenerPos = m_CurrentListener != null ? m_CurrentListener.transform.position : Vector3.zero;

        foreach (var e in m_Emitters)
        {
            var s = e.source;

            // Skip looping
            if (s.loop)
            {
                continue;
            }

            // Pick closest; assuming 2d sounds very close!
            var dist = 0.0f;
            if (s.spatialBlend > 0.0f)
            {
                dist = (s.transform.position - listenerPos).magnitude;

                // if tracking another object assume closer
                var t = s.transform;
                if (t.parent != m_SourceHolder.transform)
                {
                    dist *= 0.5f;
                }
            }

            if (dist > distance)
            {
                distance = dist;
                emitter  = e;
            }
        }
        if (emitter != null)
        {
            emitter.Kill();
            emitter.seqId = m_SequenceId++;
            return(emitter);
        }
        GameDebug.Log("Unable to allocate sound emitter!");
        return(null);
    }
Beispiel #2
0
    SoundEmitter AllocEmitter()
    {
        // Look for unused emitter
        foreach (var e in m_Emitters)
        {
            if (!e.playing)
            {
                e.seqId = m_SequenceId++;
                return(e);
            }
        }

        // Hunt down one emitter to kill
        SoundEmitter emitter     = null;
        float        distance    = float.MinValue;
        var          listenerPos = m_CurrentListener != null ? m_CurrentListener.transform.position : Vector3.zero;

        foreach (var e in m_Emitters)
        {
            var s = e.source;

            if (s == null)
            {
                // Could happen if parent was killed. Not good, but fixable:
                GameDebug.LogWarning("Soundemitter had its audiosource destroyed. Making a new.");
                e.source      = MakeAudioSource();
                e.repeatCount = 0;
                s             = e.source;
            }

            // Skip destroyed sources and looping sources
            if (s.loop)
            {
                continue;
            }

            // Pick closest; assuming 2d sounds very close!
            var dist = 0.0f;
            if (s.spatialBlend > 0.0f)
            {
                dist = (s.transform.position - listenerPos).magnitude;

                // if tracking another object assume closer
                var t = s.transform;
                if (t.parent != m_SourceHolder.transform)
                {
                    dist *= 0.5f;
                }
            }

            if (dist > distance)
            {
                distance = dist;
                emitter  = e;
            }
        }
        if (emitter != null)
        {
            emitter.Kill();
            emitter.seqId = m_SequenceId++;
            return(emitter);
        }
        GameDebug.Log("Unable to allocate sound emitter!");
        return(null);
    }