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VAUSoundSource.cs
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VAUSoundSource.cs 1.87 KiB
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using VA;
public class VAUSoundSource : MonoBehaviour {
public int AuralizationMode = 1;
[Range(0.0f, 10.0f)]
public int Volume = 1;
public string SignalSource = "";
private VANet _VA = null;
private int SoundSource;
private bool islooping;
private bool ismuted;
// Use this for initialization
void Start()
{
_VA = VAUAdapter.VA;
SoundSource = _VA.CreateSoundSource(this.name, AuralizationMode, Volume);
islooping = GetComponent<AudioSource>().loop;
if (GetComponent<AudioSource>() != 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, 2);
_VA.SetAudiofileSignalSourceIsLooping(SignalSource, islooping);
}
}
// Update is called once per frame
void Update()
{
//position and oritentation -> VA
Transform t = GetComponent<Transform>();
_VA.SetSoundSourcePosition(SoundSource, t.transform.position.x, t.transform.position.y, -t.transform.position.z);
_VA.SetSoundSourceOrientationYPR(SoundSource, -t.transform.rotation.eulerAngles.x, -t.transform.rotation.y, t.transform.rotation.eulerAngles.z);
ismuted = GetComponent<AudioSource>().mute;
_VA.SetSoundSourceMuted(SoundSource, ismuted);
//_VA.SetSoundSourceVolume(SoundSource, Volume); <- flaot ändern
}
//void OnDestroy()
//{
// //_VA.DeleteSoundSource(SoundSource);
// //_VA.DeleteSignalSource(SignalSource);
//}
}