Esempio n. 1
0
        public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
        {
#if UNITY_EDITOR
            if (!string.IsNullOrEmpty(eventName))
#else
            if (!cachedParameters && !string.IsNullOrEmpty(eventName))
#endif
            {
                FMOD.Studio.EventDescription eventDescription;
                FMODUnity.RuntimeManager.StudioSystem.getEvent(eventName, out eventDescription);
                for (int i = 0; i < parameters.Length; i++)
                {
                    FMOD.Studio.PARAMETER_DESCRIPTION parameterDescription;
                    eventDescription.getParameterDescriptionByName(parameters[i].Name, out parameterDescription);
                    parameters[i].ID = parameterDescription.id;
                }
                cachedParameters = true;
            }

            var playable = ScriptPlayable <FMODEventPlayableBehavior> .Create(graph, template);

            behavior = playable.GetBehaviour();

            behavior.TrackTargetObject = TrackTargetObject;
            behavior.eventName         = eventName;
            behavior.stopType          = stopType;
            behavior.parameters        = parameters;
            behavior.OwningClip        = OwningClip;

            return(playable);
        }
Esempio n. 2
0
        public override void ProcessFrame(Playable playable, FrameData info, object playerData)
        {
#if UNITY_EDITOR
            /*
             * Process frame is called from OnGUI() when auditioning.
             * Check playing to avoid retriggering sounds while scrubbing or repainting.
             * Check IsQuitting to avoid accessing the RuntimeManager during the Play-In-Editor to Editor transition.
             */
            bool playing = playable.GetGraph().IsPlaying();
            if (!playing)
            {
                return;
            }
            /* When auditioning manually update the StudioSystem in place of the RuntimeManager. */
            if (!Application.isPlaying)
            {
                FMODUnity.RuntimeManager.StudioSystem.update();
            }
#endif //UNITY_EDITOR

            int   inputCount = playable.GetInputCount();
            float time       = (float)playable.GetGraph().GetRootPlayable(0).GetTime();

            for (int i = 0; i < inputCount; i++)
            {
                ScriptPlayable <FMODEventPlayableBehavior> inputPlayable = (ScriptPlayable <FMODEventPlayableBehavior>)playable.GetInput(i);
                FMODEventPlayableBehavior input = inputPlayable.GetBehaviour();

                input.UpdateBehaviour(time);
            }
        }
Esempio n. 3
0
        public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
        {
#if UNITY_EDITOR
            if (!eventReference.IsNull)
#else
            if (!cachedParameters && !eventReference.IsNull)
#endif
            {
                FMOD.Studio.EventDescription eventDescription = RuntimeManager.GetEventDescription(eventReference);

                for (int i = 0; i < parameters.Length; i++)
                {
                    FMOD.Studio.PARAMETER_DESCRIPTION parameterDescription;
                    eventDescription.getParameterDescriptionByName(parameters[i].Name, out parameterDescription);
                    parameters[i].ID = parameterDescription.id;
                }

                List <ParameterAutomationLink> parameterLinks = template.parameterLinks;

                for (int i = 0; i < parameterLinks.Count; i++)
                {
                    FMOD.Studio.PARAMETER_DESCRIPTION parameterDescription;
                    eventDescription.getParameterDescriptionByName(parameterLinks[i].Name, out parameterDescription);
                    parameterLinks[i].ID = parameterDescription.id;
                }

                cachedParameters = true;
            }

            var playable = ScriptPlayable <FMODEventPlayableBehavior> .Create(graph, template);

            behavior = playable.GetBehaviour();

            behavior.TrackTargetObject = TrackTargetObject;
            behavior.eventReference    = eventReference;
            behavior.stopType          = stopType;
            behavior.parameters        = parameters;
            behavior.OwningClip        = OwningClip;

            return(playable);
        }