public static AKRESULT SetMultiplePositions(UnityEngine.GameObject in_GameObjectID, AkPositionArray in_pPositions, ushort in_NumPositions, MultiPositionType in_eMultiPositionType) { 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_SetMultiplePositions__SWIG_0(tempin_GameObjectID, in_pPositions.m_Buffer, in_NumPositions, (int)in_eMultiPositionType); return ret; } }
public static AKRESULT SetMultiplePositions(UnityEngine.GameObject in_GameObjectID, AkPositionArray in_pPositions, ushort in_NumPositions, MultiPositionType in_eMultiPositionType) { AkAutoObject tempObj = null; uint tempin_GameObjectID = (uint)AutoRegisterAkGameObj(in_GameObjectID, ref tempObj); { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetMultiplePositions__SWIG_0(tempin_GameObjectID, in_pPositions.m_Buffer, in_NumPositions, (int)in_eMultiPositionType); return ret; } }
public static AKRESULT SetMultiplePositions(UnityEngine.GameObject in_GameObjectID, AkPositionArray in_pPositions, ushort in_NumPositions, MultiPositionType in_eMultiPositionType) { 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_SetMultiplePositions__SWIG_0(tempin_GameObjectID, in_pPositions.m_Buffer, in_NumPositions, (int)in_eMultiPositionType); return ret; } }
public static AKRESULT SetMultiplePositions(UnityEngine.GameObject in_GameObjectID, AkPositionArray in_pPositions, ushort in_NumPositions, MultiPositionType in_eMultiPositionType) { 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_SetMultiplePositions__SWIG_0(tempin_GameObjectID, in_pPositions.m_Buffer, in_NumPositions, (int)in_eMultiPositionType); return ret; } }