protected override void StopSource(Entity e) { if (EntityManager.HasComponent <AudioNativeSource>(e)) { AudioNativeSource audioNativeSource = EntityManager.GetComponentData <AudioNativeSource>(e); if (audioNativeSource.sourceID > 0) { AudioNativeCalls.Stop(audioNativeSource.sourceID); } } }
protected override bool PlaySource(Entity e) { var mgr = EntityManager; if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); Entity clipEntity = audioSource.clip; if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip clip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (clip.clipID > 0) { // If there is an existing source, it should re-start. // Do this with a Stop() and let it play below. if (mgr.HasComponent <AudioNativeSource>(e)) { AudioNativeSource ans = mgr.GetComponentData <AudioNativeSource>(e); AudioNativeCalls.Stop(ans.sourceID); } float volume = audioSource.volume; float pan = mgr.HasComponent <Audio2dPanning>(e) ? mgr.GetComponentData <Audio2dPanning>(e).pan : 0.0f; // For 3d sounds, we start at volume zero because we don't know if this sound is close or far from the listener. // It is much smoother to ramp up volume from zero than the alternative. if (mgr.HasComponent <Audio3dPanning>(e)) { volume = 0.0f; } uint sourceID = AudioNativeCalls.Play(clip.clipID, volume, pan, audioSource.loop); AudioNativeSource audioNativeSource = new AudioNativeSource() { sourceID = sourceID }; if (mgr.HasComponent <AudioNativeSource>(e)) { mgr.SetComponentData(e, audioNativeSource); } else { mgr.AddComponentData(e, audioNativeSource); } return(true); } } } return(false); }
protected override bool IsPlaying(Entity e) { if (EntityManager.HasComponent <AudioNativeSource>(e)) { AudioNativeSource audioNativeSource = EntityManager.GetComponentData <AudioNativeSource>(e); if (audioNativeSource.sourceID > 0) { return(AudioNativeCalls.IsPlaying(audioNativeSource.sourceID)); } } return(false); }
protected override bool SetPitch(Entity e, float pitch) { if (EntityManager.HasComponent <AudioNativeSource>(e)) { AudioNativeSource audioNativeSource = EntityManager.GetComponentData <AudioNativeSource>(e); if (audioNativeSource.sourceID > 0) { return(AudioNativeCalls.SetPitch(audioNativeSource.sourceID, pitch)); } } return(false); }
protected override bool PlaySource(Entity e) { var mgr = EntityManager; if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); if (mgr.HasComponent <AudioNativeSource>(e)) { // If there is a native source and it is IsPlaying() then // can't play another, but we are done. (So return true.) // Note that IsPlaying() is synchronous (which is what we want) // as opposed to isPlaying which is async. AudioNativeSource ans = mgr.GetComponentData <AudioNativeSource>(e); if (AudioNativeCalls.IsPlaying(ans.sourceID)) { return(true); } } Entity clipEntity = audioSource.clip; if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip clip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (clip.clipID > 0) { uint sourceID = AudioNativeCalls.Play(clip.clipID, audioSource.volume, audioSource.loop); AudioNativeSource audioNativeSource = new AudioNativeSource() { sourceID = sourceID }; if (mgr.HasComponent <AudioNativeSource>(e)) { mgr.SetComponentData(e, audioNativeSource); } else { PostUpdateCommands.AddComponent(e, audioNativeSource); } return(true); } } } return(false); }
protected override bool PlaySource(Entity e) { var mgr = EntityManager; if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); Entity clipEntity = audioSource.clip; if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip clip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (clip.clipID > 0) { // If there is an existing source, it should re-start. // Do this with a Stop() and let it play below. if (mgr.HasComponent <AudioNativeSource>(e)) { AudioNativeSource ans = mgr.GetComponentData <AudioNativeSource>(e); AudioNativeCalls.Stop(ans.sourceID); } uint sourceID = AudioNativeCalls.Play(clip.clipID, audioSource.volume, audioSource.loop); AudioNativeSource audioNativeSource = new AudioNativeSource() { sourceID = sourceID }; if (mgr.HasComponent <AudioNativeSource>(e)) { mgr.SetComponentData(e, audioNativeSource); } else { PostUpdateCommands.AddComponent(e, audioNativeSource); } return(true); } } } return(false); }