Exemple #1
0
        public void ApplySoundStateOptions(Actor actor, AudioSource soundInstance, SoundStateOptions options, Guid id, bool startSound)
        {
            if (options != null)
            {
                //pause must happen before other sound state changes
                if (options.paused != null && options.paused.Value == true)
                {
                    if (_unpausedSoundInstances.RemoveAll(x => x.id == id) > 0)
                    {
                        soundInstance.Pause();
                    }
                }

                if (options.Volume != null)
                {
                    soundInstance.volume = options.Volume.Value;
                }
                if (options.Pitch != null)
                {
                    //convert from halftone offset (-12/0/12/24/36) to pitch multiplier (0.5/1/2/4/8).
                    soundInstance.pitch = Mathf.Pow(2.0f, (options.Pitch.Value / 12.0f));
                }
                if (options.Looping != null)
                {
                    soundInstance.loop = options.Looping.Value;
                }
                if (options.Doppler != null)
                {
                    soundInstance.dopplerLevel = options.Doppler.Value;
                }
                if (options.Spread != null)
                {
                    soundInstance.spread = options.Spread.Value * 180.0f;
                }
                if (options.RolloffStartDistance != null)
                {
                    soundInstance.minDistance = options.RolloffStartDistance.Value;
                    soundInstance.maxDistance = options.RolloffStartDistance.Value * 1000000.0f;
                }

                //unpause must happen after other sound state changes
                if (!startSound)
                {
                    if (options.paused != null && options.paused.Value == false)
                    {
                        if (!_unpausedSoundInstances.Exists(x => x.id == id))
                        {
                            soundInstance.UnPause();
                            _unpausedSoundInstances.Add(new SoundInstance(id, actor));
                        }
                    }
                }
            }
        }
Exemple #2
0
        public AudioSource TryAddSoundInstance(Actor actor, Guid id, Guid soundAssetId, SoundStateOptions options, float?startTimeOffset)
        {
            var obj       = MREAPI.AppsAPI.AssetCache.GetAsset(soundAssetId);
            var audioClip = MREAPI.AppsAPI.AssetCache.GetAsset(soundAssetId) as AudioClip;

            if (audioClip != null)
            {
                float offset = startTimeOffset.GetValueOrDefault();
                if (options.Looping != null && options.Looping.Value)
                {
                    offset = offset % audioClip.length;
                }
                if (offset < audioClip.length)
                {
                    var soundInstance = actor.gameObject.AddComponent <AudioSource>();
                    soundInstance.clip         = audioClip;
                    soundInstance.time         = offset;
                    soundInstance.spatialBlend = 1.0f;
                    soundInstance.spread       = 90.0f; //only affects multichannel sounds. Default to 50% spread, 50% stereo.
                    soundInstance.minDistance  = 1.0f;
                    soundInstance.maxDistance  = 1000000.0f;
                    ApplySoundStateOptions(actor, soundInstance, options, id, true);
                    if (options.paused != null && options.paused.Value == true)
                    {
                        //start as paused
                        soundInstance.Play();
                        soundInstance.Pause();
                    }
                    else
                    {
                        //start as unpaused
                        _unpausedSoundInstances.Add(new SoundInstance(id, actor));
                        soundInstance.Play();
                    }
                    return(soundInstance);
                }
            }
            return(null);
        }