Example #1
0
    private static void DoActionOnEvent(string eventName, AkActionOnEventType action, int fadeout)
    {
        uint eventID = AkSoundEngine.GetIDFromString(eventName);

        //default curve of event action is log, but can change later
        AkSoundEngine.ExecuteActionOnEvent(eventID, action, Instance.gameObject, fadeout, AkCurveInterpolation.AkCurveInterpolation_Log1);
        AkSoundEngine.RenderAudio();
    }
 /// <summary>
 /// Executes various actions on this event associated with a GameObject.
 /// </summary>
 /// <param name="gameObject">The GameObject</param>
 /// <param name="actionOnEventType"></param>
 /// <param name="transitionDuration"></param>
 /// <param name="curveInterpolation"></param>
 public void ExecuteAction(GameObject gameObject, AkActionOnEventType actionOnEventType, int transitionDuration, AkCurveInterpolation curveInterpolation)
 {
     if (IsValid())
     {
         AKRESULT result = AkSoundEngine.ExecuteActionOnEvent(GetID(), actionOnEventType, gameObject, transitionDuration, curveInterpolation);
         Verify(result);
     }
 }
Example #3
0
 /// <summary>
 ///     Executes various actions on this event associated with a GameObject.
 /// </summary>
 /// <param name="gameObject">The GameObject</param>
 /// <param name="actionOnEventType"></param>
 /// <param name="transitionDuration"></param>
 /// <param name="curveInterpolation"></param>
 public void ExecuteAction(UnityEngine.GameObject gameObject, AkActionOnEventType actionOnEventType,
                           int transitionDuration, AkCurveInterpolation curveInterpolation)
 {
     if (IsValid())
     {
         var result = AkSoundEngine.ExecuteActionOnEvent(Id, actionOnEventType, gameObject, transitionDuration,
                                                         curveInterpolation);
         Verify(result);
     }
 }
Example #4
0
        /// <summary>
        ///     Executes various actions on this event associated with a GameObject.
        /// </summary>
        /// <param name="gameObject">The GameObject</param>
        /// <param name="actionOnEventType"></param>
        /// <param name="transitionDuration"></param>
        /// <param name="curveInterpolation"></param>
        public void ExecuteAction(UnityEngine.GameObject gameObject, AkActionOnEventType actionOnEventType,
                                  int transitionDuration, AkCurveInterpolation curveInterpolation)
        {
            if (IsValid())
            {
#if AK_WWISE_ADDRESSABLES && UNITY_ADDRESSABLES
                var args     = new object[] { gameObject, actionOnEventType, transitionDuration, curveInterpolation };
                var argTypes = new System.Type[] { gameObject.GetType(), actionOnEventType.GetType(), transitionDuration.GetType(), curveInterpolation.GetType() };
                if (!AkAddressableBankManager.Instance.LoadedBankContainsEvent(Name, Id, this, "ExecuteAction", argTypes, args))
                {
                    return;
                }
#endif

                var result = AkSoundEngine.ExecuteActionOnEvent(Id, actionOnEventType, gameObject, transitionDuration,
                                                                curveInterpolation);
                Verify(result);
            }
        }
  public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration) {
    
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.GetComponent<AkGameObject>() == null)
			{
				in_gameObjectID.AddComponent<AkGameObject>();

				// Note: We have missed AkGameObject.Awake() of this run to register. 
				// So we take over its work by inlining it here.
				AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name);
			
				//Set the original position
				AkSoundEngine.SetObjectPosition(
		            in_gameObjectID, 
		            in_gameObjectID.transform.position.x, 
		            in_gameObjectID.transform.position.y, 
		            in_gameObjectID.transform.position.z, 
		            in_gameObjectID.transform.forward.x,
		            in_gameObjectID.transform.forward.y, 
		            in_gameObjectID.transform.forward.z
		        	);
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
    {
      AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_2(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration);

      return ret;
    }
  }
  public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType) {
    AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_9(in_pszEventName, (int)in_ActionType);

    return ret;
  }
  public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType) {
    AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_4(in_eventID, (int)in_ActionType);

    return ret;
  }
Example #8
0
 public static void ExecuteActionOnEvent(string name, AkActionOnEventType action, GameObject g)
 {
     AkSoundEngine.ExecuteActionOnEvent(name, action, g);
 }
Example #9
0
  public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID) {
    
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.GetComponent<AkGameObject>() == null)
			{
				in_gameObjectID.AddComponent<AkGameObject>();
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
    {
      AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_8(in_pszEventName, (int)in_ActionType, tempin_gameObjectID);

      return ret;
    }
  }
Example #10
0
  public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve) {
    
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.GetComponent<AkGameObject>() == null)
			{
				in_gameObjectID.AddComponent<AkGameObject>();
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
    {
      AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_1(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

      return ret;
    }
  }
Example #11
0
    public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_8(in_pszEventName, (int)in_ActionType, tempin_gameObjectID);

          return ret;
        }
    }
Example #12
0
    public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_6(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

          return ret;
        }
    }
Example #13
0
    public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_2(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration);

          return ret;
        }
    }
    public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID;
        if ( in_gameObjectID != null )
        {
            tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
            if (in_gameObjectID.activeInHierarchy)
            {
                if (in_gameObjectID.GetComponent<AkGameObj>() == null)
                {
                    in_gameObjectID.AddComponent<AkGameObj>();
                }
            }
            else
            {
                //Object not active. AkGameObj will not work.  Use a temporary game object.
                //This will automatically unregister at the end of this scope.
                tempObj = new AkAutoObject(in_gameObjectID);
                tempin_gameObjectID = (uint)tempObj.m_id;	//Silence warning
            }
        }
        else
        {
            tempin_gameObjectID = unchecked((uint)-1);
        }

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_6(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

          return ret;
        }
    }
Example #15
0
    public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, ComponentBind.Entity in_gameObjectID, int in_uTransitionDuration)
    {
        uint tempin_gameObjectID;
                if ( in_gameObjectID != null )
                {
                        tempin_gameObjectID = getGameObjectID(in_gameObjectID);
                        // Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
                        if (in_gameObjectID.Get<AkGameObject>() == null)
                        {
                                in_gameObjectID.Add(new AkGameObject());
                        }
                }
                else
                {
                        tempin_gameObjectID = unchecked((uint)-1);
                }

        {
            AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_7(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration);

            return ret;
        }
    }
Example #16
0
  public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, ComponentBind.Entity in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve, uint in_PlayingID) {
	
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.ID.GetHashCode();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.Get<AkGameObject>() == null)
			{
				in_gameObjectID.Add(new AkGameObject());
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
	{
	  AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_0(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve, in_PlayingID);

	  return ret;
	}
  }