Commit f8680e81 authored by Maurice Tayeb Andreas's avatar Maurice Tayeb Andreas

Added Tooltips and a pause/stop option on disable of a SoundSource

parent 3a10664d
......@@ -4,10 +4,13 @@ using UnityEngine;
public class VAUAudiofileSignalSource : VAUSignalSource
{
public string FilePath; // Absolute or relative path to audio file (relative to Assets folder or any folder added to search path using AddSearchPath)
[Tooltip("Absolute or relative file path (relative to Assets folder or any folder added to search path using AddSearchPath)")]
public string FilePath;
public string Name; // Versatile name
public bool IsLooping = true; // Will loop the audio signal source
public bool PlayOnStart = true; // Will immediately start the signal source payback
[Tooltip("Will loop the audio signal source.")]
public bool IsLooping = true;
[Tooltip("Will immediately start the signal source payback.")]
public bool PlayOnStart = true;
void Awake()
{
......
......@@ -5,7 +5,8 @@ using UnityEngine;
public class VAUDirectivity : MonoBehaviour {
protected int _ID = -1; // Stores the internal id that is assigned by VA
public string FilePath = ""; // Absolute or relative path (relative to Assets folder), also use AddSearchPath for special folders.
[Tooltip("Absolute or relative path (relative to Assets folder), also use AddSearchPath for special folders.")]
public string FilePath = "";
public string Name = ""; // Versatile name for this directivity
public int ID
......
......@@ -5,7 +5,8 @@ using UnityEngine;
public class VAUHRIRDataset : MonoBehaviour {
protected int _ID = -1; // ID assigned by VA
public string FilePath = ""; // Absolute or relative file path (relative to Assets folder or any folder added to search path using AddSearchPath)
[Tooltip("Absolute or relative file path (relative to Assets folder or any folder added to search path using AddSearchPath)")]
public string FilePath = "";
public string Name = ""; // Versatile name
public int ID
......
......@@ -8,13 +8,18 @@ public class VAUListener : MonoBehaviour {
public string Name = "Listener";
[Tooltip("Number of reverbzones used for determining the current reverb.")]
public int NumMaxReverbZones = 2;
public string VAAudioRenderer = "MyBinauralArtificialReverb";
[Tooltip("Add custom VAUHRIR dataset.")]
public VAUHRIRDataset HRIR = null;
public double HeadWidth = 0.12; // Anthropometric data, for HRIR individualization or generic binaural cues
public double HeadHeight = 0.10; // Anthropometric data, for HRIR individualization or generic binaural cues
public double HeadDepth = 0.15; // Anthropometric data, for HRIR individualization or generic binaural cues
[Tooltip("Anthropometric data, for HRIR individualization or generic binaural cues")]
public double HeadWidth = 0.12;
[Tooltip("Anthropometric data, for HRIR individualization or generic binaural cues")]
public double HeadHeight = 0.10;
[Tooltip("Anthropometric data, for HRIR individualization or generic binaural cues")]
public double HeadDepth = 0.15;
private double ShadowHeadWidth;
private double ShadowHeadHeight;
......
......@@ -5,16 +5,25 @@ using VA;
public class VAUSoundSource : MonoBehaviour
{
[Tooltip("Activate this if you want to validate & change volume and mute/unmute state on every update loop.")]
public bool ContinuousGainObserver = false;
public bool ContinuousGainObserver = false; // Activate this if you want to validate & change volume and mute/unmute state on every update loop
[Tooltip("Activate this if you dont want to pause the playback while the SoundSource is disabled but rather stop it.")]
public bool stopOnDisable = false;
[Tooltip("Insert a custom VAUDirectivity-Script.")]
public VAUDirectivity Directivity;
[Tooltip("Insert a custom VAUSignalSource-Script.")]
public VAUSignalSource SignalSource;
private VANet _VA = null;
private int _ID;
private Quaternion q;
private Transform t;
private string _AudiofileSignalSource = null;
private bool enable = false;
public int ID
{
......@@ -66,6 +75,7 @@ public class VAUSoundSource : MonoBehaviour
_VA.SetSoundSourceSignalSource(_ID, _AudiofileSignalSource);
}
enable = true;
}
// Activate auralization mode, if available
......@@ -106,14 +116,20 @@ public class VAUSoundSource : MonoBehaviour
_VA.SetSoundSourceAuralizationMode(_ID, AuraMode);
}
public void OnActivation()
public void OnEnable()
{
if (enable)
_VA.SetAudiofileSignalSourcePlaybackAction(_AudiofileSignalSource, "play");
}
public void OnDisable()
{
if (GetComponent<VAUAuralizationMode>())
GetComponent<VAUAuralizationMode>().AuraStringChanged -= OnSoundSourceAuralizationModeChanged;
if (stopOnDisable)
_VA.SetAudiofileSignalSourcePlaybackAction(_AudiofileSignalSource, "stop");
else
_VA.SetAudiofileSignalSourcePlaybackAction(_AudiofileSignalSource, "pause");
}
private void OnDestroy()
......
......@@ -5,6 +5,8 @@ using UnityEngine;
public class VAUTextToSpeechSignalSource : VAUSignalSource
{
public string Name; // Versatile name
[Tooltip("Text which should be read out.")]
public string Text = "hi there, my name is rachel. virtual acoustics is a real-time auralization framework for scientific research in Virtual Reality created by the institute of technical acoustics, RWTH aachen university. thank you for testing the VA unity C sharp scripts for controlling a VA server.";
public bool DirectPlayback = false;
......
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