void Update() { #if UNITY_EDITOR if (AkUtilities.IsMigrating) { return; } if (!UnityEditor.EditorApplication.isPlaying) { return; } #endif if (isEnvironmentAware && m_envData != null) { m_envData.UpdateAuxSend(gameObject, transform.position); } if (isStaticObject) { return; } // Get position with offset Vector3 position = GetPosition(); //Didn't move. Do nothing. if (m_posData.position == position && m_posData.forward == transform.forward && m_posData.up == transform.up) { return; } m_posData.position = position; m_posData.forward = transform.forward; m_posData.up = transform.up; //Update position AkSoundEngine.SetObjectPosition( gameObject, position.x, position.y, position.z, transform.forward.x, transform.forward.y, transform.forward.z, transform.up.x, transform.up.y, transform.up.z); }
void Awake() { #if UNITY_EDITOR if (AkUtilities.IsMigrating) { return; } if (!UnityEditor.EditorApplication.isPlaying) { UnityEditor.EditorApplication.update += this.CheckStaticStatus; } #endif // If the object was marked as static, don't update its position to save cycles. if (!isStaticObject) { m_posData = new AkGameObjPositionData(); } // Cache the bounds to avoid calls to GetComponent() m_Collider = GetComponent <Collider>(); //Register a Game Object in the sound engine, with its name. AKRESULT res = AkSoundEngine.RegisterGameObj(gameObject, gameObject.name); if (res == AKRESULT.AK_Success) { // Get position with offset or custom position and orientation. //Set the original position AkSoundEngine.SetObjectPosition(gameObject, GetPosition(), GetForward(), GetUpward()); if (isEnvironmentAware && m_Collider) { m_envData = new AkGameObjEnvironmentData(); //Check if this object is also an environment. m_envData.AddAkEnvironment(m_Collider, m_Collider); m_envData.UpdateAuxSend(gameObject, transform.position); } int Count = m_listeners.initialListenerList.Count; for (int ii = 0; ii < Count; ++ii) { AddListener(m_listeners.initialListenerList[ii]); } } }
private void Awake() { #if UNITY_EDITOR if (!AkSoundEngineController.Instance.IsSoundEngineLoaded || AkUtilities.IsMigrating) { return; } if (!UnityEditor.EditorApplication.isPlaying) { UnityEditor.EditorApplication.update += CheckStaticStatus; } #endif // If the object was marked as static, don't update its position to save cycles. if (!isStaticObject) { m_posData = new AkGameObjPositionData(); } // Cache the bounds to avoid calls to GetComponent() m_Collider = GetComponent <UnityEngine.Collider>(); //Register a Game Object in the sound engine, with its name. if (Register() == AKRESULT.AK_Success) { // Get position with offset or custom position and orientation. //Set the original position AkSoundEngine.SetObjectPosition(gameObject, GetPosition(), GetForward(), GetUpward()); if (isEnvironmentAware) { m_envData = new AkGameObjEnvironmentData(); if (m_Collider) { m_envData.AddAkEnvironment(m_Collider, m_Collider); } m_envData.UpdateAuxSend(gameObject, transform.position); } m_listeners.Init(this); } }
void Update() { #if UNITY_EDITOR if (AkUtilities.IsMigrating || !UnityEditor.EditorApplication.isPlaying) { return; } #endif if (isEnvironmentAware && m_envData != null) { m_envData.UpdateAuxSend(gameObject, transform.position); } m_listeners.Refresh(gameObject); if (isStaticObject) { return; } // Get custom position and orientation. Vector3 position = GetPosition(); Vector3 forward = GetForward(); Vector3 up = GetUpward(); //Didn't move. Do nothing. if (m_posData.position == position && m_posData.forward == forward && m_posData.up == up) { return; } m_posData.position = position; m_posData.forward = forward; m_posData.up = up; //Update position AkSoundEngine.SetObjectPosition( gameObject, position.x, position.y, position.z, forward.x, forward.y, forward.z, up.x, up.y, up.z); }
private void Update() { if (IsMute) { return; } #if UNITY_EDITOR if (!AkSoundEngineController.Instance.IsSoundEngineLoaded || AkUtilities.IsMigrating || !UnityEditor.EditorApplication.isPlaying) { return; } #endif if (m_envData != null) { m_envData.UpdateAuxSend(gameObject, transform.position); } if (isStaticObject) { return; } // Get custom position and orientation. var position = GetPosition(); var forward = GetForward(); var up = GetUpward(); //Didn't move. Do nothing. if (m_posData.position == position && m_posData.forward == forward && m_posData.up == up) { return; } m_posData.position = position; m_posData.forward = forward; m_posData.up = up; //Update position AkSoundEngine.SetObjectPosition(gameObject, position, forward, up); }
private void Update() { #if UNITY_EDITOR if (!AkSoundEngineController.Instance.IsSoundEngineLoaded || AkUtilities.IsMigrating || !UnityEditor.EditorApplication.isPlaying) { return; } #endif if (m_envData != null) { m_envData.UpdateAuxSend(gameObject, transform.position); } if (!isStaticObject) { SetPosition(); } }