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VAUSoundSource.cs 2.18 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 int AuralizationMode = 1;
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    [Range(0.0f, 10.0f)]
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    public int Volume = 1;
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    public string SignalSource = "";
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    private VANet _VA = null;
    private int SoundSource;
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    private Vector3 viewvec = new Vector3(0, 0, 1);
    private Vector3 upvec = new Vector3(0, 1, 0);
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    private Quaternion q;
    private Transform t;
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    private bool islooping;
    private bool ismuted;
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    // Use this for initialization
    void Start()
    {
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        _VA = VAUAdapter.VA;
        SoundSource = _VA.CreateSoundSource(this.name, AuralizationMode, Volume);
        islooping = GetComponent<AudioSource>().loop;
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        if (GetComponent<AudioSource>() != null)
        {
            SignalSource = _VA.CreateAudiofileSignalSource( AssetDatabase.GetAssetPath(GetComponent<AudioSource>().clip), this.name + "_signal");
            _VA.SetSoundSourceSignalSource(SoundSource, SignalSource);
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            Debug.Log(SignalSource + " connected to SoundSource " + SoundSource);
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            _VA.SetAudiofileSignalSourcePlaybackAction(SignalSource, 2);
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            _VA.SetAudiofileSignalSourceIsLooping(SignalSource, islooping);
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        }
    }

    // Update is called once per frame
    void Update()
    {
        //position and oritentation -> VA
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        t = GetComponent<Transform>();
        q = t.rotation;
        Vector3 up = q * upvec;
        Vector3 view = q * viewvec;
        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.SetSoundSourcePosition(SoundSource, t.transform.position.x, t.transform.position.y, -t.transform.position.z);
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        _VA.SetSoundSourceOrientationVU(SoundSource, view_ogl.x, view_ogl.y, view_ogl.z, up_ogl.x, up_ogl.y, up_ogl.z);
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        ismuted = GetComponent<AudioSource>().mute;
        _VA.SetSoundSourceMuted(SoundSource, ismuted);
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        //_VA.SetSoundSourceVolume(SoundSource, Volume); <- flaot ändern
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    }

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    void OnDestroy()
    {
        _VA.DeleteSoundSource(SoundSource);
        //_VA.DeleteSignalSource(SignalSource);
    }
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}