Beispiel #1
0
        private void setSlideTargetVolumes(PhysSoundBase otherObject, Vector3 relativeVelocity, Vector3 normal, Vector3 contactPoint, bool exit)
        {
            PhysSoundMaterial m = null;

            if (otherObject)
            {
                //Special case for sliding against a terrain
                if (otherObject is PhysSoundTerrain)
                {
                    PhysSoundTerrain terr = otherObject as PhysSoundTerrain;
                    Dictionary <int, PhysSoundComposition> compDic = terr.GetComposition(contactPoint);

                    foreach (PhysSoundAudioContainer c in audioContainersDic.Values)
                    {
                        PhysSoundComposition comp;
                        float mod = 0;

                        if (compDic.TryGetValue(c.KeyIndex, out comp))
                        {
                            mod = comp.GetAverage();
                        }

                        c.SetTargetVolumeAndPitch(SoundMaterial, relativeVelocity, normal, exit, mod);
                    }

                    return;
                }
                else
                {
                    m = otherObject.GetPhysSoundMaterial(contactPoint);
                }
            }

            //General cases
            //If the other object has a PhysSound material
            if (m)
            {
                PhysSoundAudioContainer aud;

                if (audioContainersDic.TryGetValue(m.MaterialTypeKey, out aud))
                {
                    aud.SetTargetVolumeAndPitch(SoundMaterial, relativeVelocity, normal, exit);
                }
                else if (SoundMaterial.FallbackTypeKey != -1 && audioContainersDic.TryGetValue(SoundMaterial.FallbackTypeKey, out aud))
                {
                    aud.SetTargetVolumeAndPitch(SoundMaterial, relativeVelocity, normal, exit);
                }
            }
            //If it doesnt we set vols based on the fallback setting of our material
            else
            {
                PhysSoundAudioContainer aud;

                if (SoundMaterial.FallbackTypeKey != -1 && audioContainersDic.TryGetValue(SoundMaterial.FallbackTypeKey, out aud))
                {
                    aud.SetTargetVolumeAndPitch(SoundMaterial, relativeVelocity, normal, exit);
                }
            }
        }
        private void setSlideTargetVolumes(GameObject otherObject, Vector3 relativeVelocity, Vector3 normal, Vector3 contactPoint, bool exit)
        {
            //log("Sliding! " + gameObject.name + " against " + otherObject.name + " - Relative Velocity: " + relativeVelocity + ", Normal: " + normal + ", Contact Point: " + contactPoint + ", Exit: " + exit);

            if (SoundMaterial == null || !this.enabled || SoundMaterial.AudioSets.Count == 0)
            {
                return;
            }

            PhysSoundMaterial m = null;
            PhysSoundBase     b = otherObject == null ? null : otherObject.GetComponent <PhysSoundBase>();

            if (b)
            {
                //Special case for sliding against a terrain
                if (b is PhysSoundTerrain)
                {
                    PhysSoundTerrain terr = b as PhysSoundTerrain;
                    Dictionary <int, PhysSoundComposition> compDic = terr.GetComposition(contactPoint);

                    foreach (PhysSoundAudioContainer c in _audioContainersDic.Values)
                    {
                        PhysSoundComposition comp;
                        float mod = 0;

                        if (compDic.TryGetValue(c.KeyIndex, out comp))
                        {
                            mod = comp.GetAverage();
                        }

                        c.SetTargetVolumeAndPitch(this.gameObject, otherObject, relativeVelocity, normal, exit, mod);
                    }

                    return;
                }
                else
                {
                    m = b.GetPhysSoundMaterial(contactPoint);
                }
            }

            //General cases
            //If the other object has a PhysSound material
            if (m)
            {
                PhysSoundAudioContainer aud;

                if (_audioContainersDic.TryGetValue(m.MaterialTypeKey, out aud))
                {
                    aud.SetTargetVolumeAndPitch(this.gameObject, otherObject, relativeVelocity, normal, exit);
                }
                else if (!SoundMaterial.HasAudioSet(m.MaterialTypeKey) && SoundMaterial.FallbackTypeKey != -1 && _audioContainersDic.TryGetValue(SoundMaterial.FallbackTypeKey, out aud))
                {
                    aud.SetTargetVolumeAndPitch(this.gameObject, otherObject, relativeVelocity, normal, exit);
                }
            }
            //If it doesnt we set volumes based on the fallback setting of our material
            else
            {
                PhysSoundAudioContainer aud;

                if (SoundMaterial.FallbackTypeKey != -1 && _audioContainersDic.TryGetValue(SoundMaterial.FallbackTypeKey, out aud))
                {
                    aud.SetTargetVolumeAndPitch(this.gameObject, otherObject, relativeVelocity, normal, exit);
                }
            }
        }