VAUSoundSource.cs 3.68 KB
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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using VA;

public class VAUSoundSource : MonoBehaviour {
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    public string directivitypath = "";
    private int directivity;
    private int Gain = 1;
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    private string SignalSource = "";
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    private VANet _VA = null;
    private int SoundSource;
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    private Quaternion q;
    private Transform t;
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    private bool islooping;
    private bool ismuted;
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    public int ID
    {
        get
        {
            return SoundSource;
        }
    }
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    public string SignalSourceID
    {
        get
        {
            return SignalSource;
        }
    }
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    // Use this for initialization
    void Start()
    {
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        _VA = VAUAdapter.VA;
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        SoundSource = _VA.CreateSoundSource(this.name, 0, Gain);
        _VA.SetSoundSourceAuralizationMode(SoundSource, "all");
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        islooping = GetComponent<AudioSource>().loop;
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        if (directivitypath == "")
            directivity = VAUAdapter.DefaultDirectivity;
        else
            directivity = _VA.LoadDirectivity(directivitypath, "SoundSource " + SoundSource + " Directivity");
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        if (GetComponent<AudioSource>() != null)
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        { 
            if (GetComponent<AudioSource>().clip != null)
            {
                SignalSource = _VA.CreateAudiofileSignalSource(AssetDatabase.GetAssetPath(GetComponent<AudioSource>().clip), this.name + "_signal");
                _VA.SetSoundSourceSignalSource(SoundSource, SignalSource);
                Debug.Log(SignalSource + " connected to SoundSource " + SoundSource);
                _VA.SetAudiofileSignalSourcePlaybackAction(SignalSource, "PLAYING");
                _VA.SetAudiofileSignalSourceIsLooping(SignalSource, islooping);
            }
            else
                Debug.Log("No Clip on AudioSource of GameObject: " + gameObject.name);
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        }
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        else
            Debug.Log("No AudioSource on GameObject: " + gameObject.name);
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        if (GetComponent<VAUAuralizationMode>() != null)
        {
            GetComponent<VAUAuralizationMode>().AuraStringChanged += OnSoundSourceAuralizationModeChanged;
        }
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        SetSoundSourcePositionOrientation();
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    }

    // Update is called once per frame
    void Update()
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    {

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        SetSoundSourcePositionOrientation();
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        SetSoundSourcePlaybackState();
        //_VA.SetSoundSourceVolume(SoundSource, Volume); <- flaot ändern
        
    }

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    void SetSoundSourcePositionOrientation()
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    {
        //position and oritentation -> VA
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        t = GetComponent<Transform>();
        q = t.rotation;
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        Vector3 up = q * Vector3.up;
        Vector3 view = q * Vector3.forward;
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        Vector3 view_ogl = new Vector3(view.x, view.y, -view.z);
        Vector3 up_ogl = new Vector3(up.x, up.y, -up.z);
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        _VA.SetSoundSourcePositionOrientationVU(SoundSource, t.transform.position.x, t.transform.position.y, -t.transform.position.z, view_ogl.x, view_ogl.y, view_ogl.z, up_ogl.x, up_ogl.y, up_ogl.z);
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    }
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    void SetSoundSourcePlaybackState()
    {
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        if (ismuted != GetComponent<AudioSource>().mute)
        {
            _VA.SetSoundSourceMuted(SoundSource, GetComponent<AudioSource>().mute);
            ismuted = GetComponent<AudioSource>().mute;
        }
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    }

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    void OnSoundSourceAuralizationModeChanged(string AuraMode)
    {
        _VA.SetSoundSourceAuralizationMode(SoundSource, AuraMode);
    }
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    public void OnDisable()
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    {
        if (GetComponent<VAUAuralizationMode>() != null)
            GetComponent<VAUAuralizationMode>().AuraStringChanged -= OnSoundSourceAuralizationModeChanged;
    }
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    void OnDestroy()
    {
        if (_VA.IsConnected())
        {
            _VA.DeleteSoundSource(SoundSource);
        }
    }
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}