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; } }
private static int AutoRegisterAkGameObj(UnityEngine.GameObject in_gameObject, ref AkAutoObject autoObject) { int Id = -1; if ( in_gameObject != null ) { Id = in_gameObject.GetInstanceID(); if( !IsAkGameObjectRegistered(in_gameObject) ) { if (in_gameObject.activeInHierarchy) { in_gameObject.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. autoObject = new AkAutoObject(in_gameObject); Id = autoObject.m_id; } } } return Id; }
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) { 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); } in_pCookie = AkCallbackManager.EventCallbackPackage.Create(in_pfnCallback, in_pCookie, ref in_uFlags); { uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, in_uFlags != 0 ? (IntPtr)1 : (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0); AkCallbackManager.SetLastAddedPlayingID(ret); return ret; } }
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID) { 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); } { uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_3(tempin_gameObjectID); AkCallbackManager.SetLastAddedPlayingID(ret); return ret; } }
public static AKRESULT SetSwitch(string in_pszSwitchGroup, string in_pszSwitchState, UnityEngine.GameObject in_gameObjectID) { 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_SetSwitch__SWIG_1(in_pszSwitchGroup, in_pszSwitchState, tempin_gameObjectID); return ret; } }
public static void StopAll(UnityEngine.GameObject in_gameObjectID) { 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); } { AkSoundEnginePINVOKE.CSharp_StopAll__SWIG_0(tempin_gameObjectID); } }
public static AKRESULT SetObjectPosition(UnityEngine.GameObject in_GameObjectID, float PosX, float PosY, float PosZ, float OrientationX, float OrientationY, float OrientationZ) { 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_SetObjectPosition(tempin_GameObjectID, PosX, PosY, PosZ, OrientationX, OrientationY, OrientationZ); return ret; } }
public static AKRESULT SetRTPCValue(string in_pszRtpcName, float in_value, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve, bool in_bBypassInternalValueInterpolation) { 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_SetRTPCValue__SWIG_5(in_pszRtpcName, in_value, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve, in_bBypassInternalValueInterpolation); return ret; } }
public static AKRESULT SeekOnEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, float in_fPercent, bool in_bSeekToNearestMarker) { 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_SeekOnEvent__SWIG_13(in_pszEventName, tempin_gameObjectID, in_fPercent, in_bSeekToNearestMarker); return ret; } }
public static AKRESULT SetMultiplePositions(UnityEngine.GameObject in_GameObjectID, AkPositionArray in_pPositions, ushort in_NumPositions) { 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_1(tempin_GameObjectID, in_pPositions.m_Buffer, in_NumPositions); return ret; } }
public static AKRESULT ResetRTPCValue(uint in_rtpcID, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration) { 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_ResetRTPCValue__SWIG_2(in_rtpcID, tempin_gameObjectID, in_uValueChangeDuration); return ret; } }
public static AKRESULT GetPlayingIDsFromGameObject(UnityEngine.GameObject in_GameObjId, ref uint io_ruNumIDs, uint[] out_aPlayingIDs) { AkAutoObject tempObj = null; uint tempin_GameObjId; if ( in_GameObjId != null ) { tempin_GameObjId = (uint)in_GameObjId.GetInstanceID(); if (in_GameObjId.activeInHierarchy) { if (in_GameObjId.GetComponent<AkGameObj>() == null) { in_GameObjId.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_GameObjId); tempin_GameObjId = (uint)tempObj.m_id; //Silence warning } } else { tempin_GameObjId = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetPlayingIDsFromGameObject(tempin_GameObjId, ref io_ruNumIDs, out_aPlayingIDs); return ret; } }
public static AKRESULT GetObjectObstructionAndOcclusion(UnityEngine.GameObject in_ObjectID, uint in_uListener, out float out_rfObstructionLevel, out float out_rfOcclusionLevel) { AkAutoObject tempObj = null; uint tempin_ObjectID; if ( in_ObjectID != null ) { tempin_ObjectID = (uint)in_ObjectID.GetInstanceID(); if (in_ObjectID.activeInHierarchy) { if (in_ObjectID.GetComponent<AkGameObj>() == null) { in_ObjectID.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_ObjectID); tempin_ObjectID = (uint)tempObj.m_id; //Silence warning } } else { tempin_ObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetObjectObstructionAndOcclusion(tempin_ObjectID, in_uListener, out out_rfObstructionLevel, out out_rfOcclusionLevel); return ret; } }
public static float GetMaxRadius(UnityEngine.GameObject in_GameObjId) { AkAutoObject tempObj = null; uint tempin_GameObjId; if ( in_GameObjId != null ) { tempin_GameObjId = (uint)in_GameObjId.GetInstanceID(); if (in_GameObjId.activeInHierarchy) { if (in_GameObjId.GetComponent<AkGameObj>() == null) { in_GameObjId.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_GameObjId); tempin_GameObjId = (uint)tempObj.m_id; //Silence warning } } else { tempin_GameObjId = unchecked((uint)-1); } { float ret = AkSoundEnginePINVOKE.CSharp_GetMaxRadius(tempin_GameObjId); return ret; } }
public static AKRESULT GetGameObjectAuxSendValues(UnityEngine.GameObject in_gameObjectID, AkAuxSendArray out_paAuxSendValues, ref uint io_ruNumSendValues) { 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_GetGameObjectAuxSendValues(tempin_gameObjectID, out_paAuxSendValues.m_Buffer, ref io_ruNumSendValues); return ret; } }