/// <summary>
        /// Start playing an AudioEvent
        /// </summary>
        /// <param name="eventToPlay">The AudioEvent to play</param>
        /// <param name="emitter">The AudioSource component to play the event on</param>
        /// <returns>The reference for the runtime event that can be modified or stopped explicitly</returns>
        public static ActiveEvent PlayEvent(AudioEvent eventToPlay, AudioSource emitter)
        {
            ValidateManager();

            if (eventToPlay.InstanceLimit > 0 && CountActiveInstances(eventToPlay) >= eventToPlay.InstanceLimit)
            {
                Debug.LogFormat("AudioManager: Instance limit reached for {0}.", eventToPlay.name);
                return(null);
            }
            if (eventToPlay.Group != 0)
            {
                StopGroupInstances(eventToPlay.Group);
            }

            ActiveEvent tempEvent = new ActiveEvent(eventToPlay, emitter);

            eventToPlay.SetActiveEventProperties(tempEvent);

            ActiveEvents.Add(tempEvent);
            if (AvailableSources.Contains(emitter))
            {
                //Debug.LogFormat("Removing available source {0}", emitter.GetInstanceID());
                AvailableSources.Remove(emitter);
            }

            return(tempEvent);
        }
        /// <summary>
        /// Clear an ActiveEvent from the list of ActiveEvents
        /// </summary>
        /// <param name="stoppedEvent">The event that is no longer playing to remove from the ActiveEvent list</param>
        public static void RemoveActiveEvent(ActiveEvent stoppedEvent)
        {
            if (!AvailableSources.Contains(stoppedEvent.source))
            {
                AvailableSources.Add(stoppedEvent.source);
            }

            ActiveEvents.Remove(stoppedEvent);
            stoppedEvent = null;
        }
 public static void StopAll(AudioEvent eventsToStop)
 {
     for (int i = 0; i < ActiveEvents.Count; i++)
     {
         ActiveEvent tempEvent = ActiveEvents[i];
         if (tempEvent.rootEvent == eventsToStop)
         {
             tempEvent.Stop();
         }
     }
 }
 private void Update()
 {
     for (int i = 0; i < ActiveEvents.Count; i++)
     {
         ActiveEvent tempEvent = ActiveEvents[i];
         if (tempEvent != null && tempEvent.source != null)
         {
             tempEvent.Update();
         }
     }
 }
Exemplo n.º 5
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        /// <summary>
        /// Process the node on the current index and increase the index for next playback
        /// </summary>
        /// <param name="activeEvent">The existing runtime event to set properties on</param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            ProcessConnectedNode(this.currentNode, activeEvent);

            this.currentNode++;

            if (this.currentNode >= this.input.ConnectedNodes.Length)
            {
                this.currentNode = 0;
            }
        }
Exemplo n.º 6
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        /// <summary>
        /// Apply all modifications to the ActiveEvent before it gets played
        /// </summary>
        /// <param name="activeEvent">The runtime event being prepared for playback</param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            if (file == null)
            {
                Debug.LogWarningFormat("Empty Voice File node in event {0}", activeEvent.rootEvent.name);
            }

            activeEvent.ModulateVolume(this.volumeOffset);
            activeEvent.ModulatePitch(this.pitchOffset);
            activeEvent.clip = this.file;
            activeEvent.text = this.text;
        }
 /// <summary>
 /// Call an immediate stop on all active audio events of a particular group
 /// </summary>
 /// <param name="groupNum">The group number to stop</param>
 private static void StopGroupInstances(int groupNum)
 {
     for (int i = 0; i < ActiveEvents.Count; i++)
     {
         ActiveEvent tempEvent = ActiveEvents[i];
         if (tempEvent.rootEvent.Group == groupNum)
         {
             Debug.LogFormat("Stopping: {0}", tempEvent.rootEvent.name);
             tempEvent.StopImmediate();
         }
     }
 }
Exemplo n.º 8
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        /// <summary>
        /// Apply all modifications to the ActiveEvent before it gets played
        /// </summary>
        /// <param name="activeEvent">The runtime event being prepared for playback</param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            if (this.file == null)
            {
                Debug.LogWarningFormat("No file in node {0}", this.name);
                return;
            }

            activeEvent.ModulateVolume(this.volumeOffset);
            activeEvent.ModulatePitch(this.pitchOffset);
            activeEvent.clip = this.file;
        }
        /// <summary>
        /// Randomly select a connected node
        /// </summary>
        /// <param name="activeEvent">The existing runtime audio event</param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            if (this.input.ConnectedNodes == null || this.input.ConnectedNodes.Length == 0)
            {
                Debug.LogWarningFormat("No connected nodes for {0}", this.name);
                return;
            }

            int nodeNum = Random.Range(0, this.input.ConnectedNodes.Length);

            ProcessConnectedNode(nodeNum, activeEvent);
        }
Exemplo n.º 10
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        /// <summary>
        /// Get the connected node of index nodeNum and process it on the ActiveEvent
        /// </summary>
        /// <param name="nodeNum">The index of the connected node to process</param>
        /// <param name="activeEvent">The existing runtime instance of an AudioEvent</param>
        protected void ProcessConnectedNode(int nodeNum, ActiveEvent activeEvent)
        {
            if (this.input == null)
            {
                Debug.LogWarningFormat(activeEvent.source, "{0} does not have an input on node {1}", activeEvent, this.name);
                return;
            }

            if (nodeNum >= this.input.ConnectedNodes.Length)
            {
                Debug.LogWarningFormat(activeEvent.source, "{0} tried to access invalid connected node {1}", this.name, nodeNum);
                return;
            }

            this.input.ConnectedNodes[nodeNum].ParentNode.ProcessNode(activeEvent);
        }
Exemplo n.º 11
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        /// <summary>
        /// Start playing an AudioEvent
        /// </summary>
        /// <param name="eventToPlay">The AudioEvent to play</param>
        /// <param name="emitterObject">The GameObject to play the event on</param>
        /// <returns>The reference for the runtime event that can be modified or stopped explicitly</returns>
        public static ActiveEvent PlayEvent(AudioEvent eventToPlay, GameObject emitterObject)
        {
            if (eventToPlay == null)
            {
                return(null);
            }

            ValidateManager();

            if (eventToPlay.InstanceLimit > 0 && CountActiveInstances(eventToPlay) >= eventToPlay.InstanceLimit)
            {
                //Debug.LogFormat("AudioManager: Instance limit reached for {0}.", eventToPlay.name);
                return(null);
            }
            if (eventToPlay.Group != 0)
            {
                StopGroupInstances(eventToPlay.Group);
            }

            AudioSource tempSource = GetUnusedSource(emitterObject);

            if (tempSource == null)
            {
                tempSource             = emitterObject.AddComponent <AudioSource>();
                tempSource.playOnAwake = false;
            }
            else
            {
                AvailableSources.Remove(tempSource);
            }

            ActiveEvent tempEvent = new ActiveEvent(eventToPlay, tempSource);

            tempEvent.Play();
            if (AvailableSources.Contains(tempSource))
            {
                AvailableSources.Remove(tempSource);
            }

            if (tempEvent.clip != null)
            {
                ActiveEvents.Add(tempEvent);
            }

            return(tempEvent);
        }
Exemplo n.º 12
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        /// <summary>
        /// Play the currently-selected event in the scene
        /// </summary>
        private void PreviewEvent()
        {
            if (!Application.isPlaying)
            {
                EditorUtility.DisplayDialog("Can't Preview Audio Event", "Editor must be in play mode to preview events", "OK");
                return;
            }

            if (this.previewEvent != null)
            {
                this.previewEvent.Stop();
            }

            GameObject tempEmitter = new GameObject("Preview_" + this.selectedEvent.name);

            this.previewEvent = AudioManager.PlayEvent(this.selectedEvent, tempEmitter);
            Destroy(tempEmitter, this.previewEvent.EstimatedRemainingTime + 1);
        }
Exemplo n.º 13
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        /// <summary>
        /// Get data for all ActiveEvents in the AudioManager
        /// </summary>
        private void CollectProfilerEvents()
        {
            List <ActiveEvent> activeEvents = AudioManager.GetActiveEvents();

            ProfilerEvent[] currentEvents = new ProfilerEvent[activeEvents.Count];
            for (int i = 0; i < currentEvents.Length; i++)
            {
                ActiveEvent   tempActiveEvent   = activeEvents[i];
                ProfilerEvent tempProfilerEvent = new ProfilerEvent();
                tempProfilerEvent.eventName     = tempActiveEvent.rootEvent.name;
                tempProfilerEvent.clip          = tempActiveEvent.source.clip;
                tempProfilerEvent.emitterObject = tempActiveEvent.source.gameObject;
                tempProfilerEvent.bus           = tempActiveEvent.source.outputAudioMixerGroup;
                currentEvents[i] = tempProfilerEvent;
            }
            this.profilerFrames.Add(currentEvents);

            while (this.profilerFrames.Count > MaxFrames)
            {
                this.profilerFrames.RemoveAt(0);
            }
        }
Exemplo n.º 14
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        /// <summary>
        /// Select a node with the current language in the AudioManager
        /// </summary>
        /// <param name="activeEvent">The existing runtime audio event</param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            if (this.input.ConnectedNodes == null || this.input.ConnectedNodes.Length == 0)
            {
                Debug.LogWarningFormat("No connected nodes for {0}", this.name);
                return;
            }

            for (int i = 0; i < this.input.ConnectedNodes.Length; i++)
            {
                AudioNode tempNode = this.input.ConnectedNodes[i].ParentNode;
                if (tempNode.GetType() == typeof(AudioVoiceFile))
                {
                    AudioVoiceFile voiceNode = (AudioVoiceFile)tempNode;
                    if (voiceNode.Language == AudioManager.CurrentLanguage)
                    {
                        ProcessConnectedNode(i, activeEvent);
                        return;
                    }
                }
            }

            Debug.LogErrorFormat(activeEvent.rootEvent, "AudioManager: Event \"{0}\" not localized for language: {1}", activeEvent.rootEvent.name, AudioManager.CurrentLanguage);
        }
Exemplo n.º 15
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        /// <summary>
        /// Add the node's delay to the total delay of the event
        /// </summary>
        /// <param name="activeEvent"></param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            activeEvent.initialDelay += this.delaySeconds;

            ProcessConnectedNode(0, activeEvent);
        }
        /// <summary>
        /// Print out the message and move on to the next node
        /// </summary>
        /// <param name="activeEvent"></param>
        public override void ProcessNode(ActiveEvent activeEvent)
        {
            Debug.Log(this.message, activeEvent.source);

            ProcessConnectedNode(0, activeEvent);
        }
Exemplo n.º 17
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 /// <summary>
 /// Base function for node functionality when the AudioEvent is played
 /// </summary>
 /// <param name="activeEvent">The existing runtime instance of an event</param>
 public virtual void ProcessNode(ActiveEvent activeEvent)
 {
     return;
 }
Exemplo n.º 18
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 /// <summary>
 /// Internal AudioManager use: play the event using a pre-existing ActiveEvent
 /// </summary>
 /// <param name="activeEvent">The ActiveEvent for the AudioManager to update and track currently playing events</param>
 public void SetActiveEventProperties(ActiveEvent activeEvent)
 {
     this.output.ProcessNode(activeEvent);
 }