SteamAudio/Scripts/Runtime/UnityAudioEngineSource.cs
2024-05-14 04:06:02 +02:00

95 lines
4.5 KiB
C#
Executable File

//
// Copyright 2017-2023 Valve Corporation.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#if STEAMAUDIO_ENABLED
using System;
using UnityEngine;
namespace SteamAudio
{
public sealed class UnityAudioEngineSource : AudioEngineSource
{
AudioSource mAudioSource = null;
SteamAudioSource mSteamAudioSource = null;
int mHandle = -1;
public override void Initialize(GameObject gameObject)
{
mAudioSource = gameObject.GetComponent<AudioSource>();
mSteamAudioSource = gameObject.GetComponent<SteamAudioSource>();
if (mSteamAudioSource)
{
mHandle = API.iplUnityAddSource(mSteamAudioSource.GetSource().Get());
}
}
public override void Destroy()
{
var index = 28;
mAudioSource.SetSpatializerFloat(index, -1);
if (mSteamAudioSource)
{
API.iplUnityRemoveSource(mHandle);
}
}
public override void UpdateParameters(SteamAudioSource source)
{
if (!mAudioSource)
return;
var index = 0;
mAudioSource.SetSpatializerFloat(index++, (source.distanceAttenuation) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (source.airAbsorption) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (source.directivity) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (source.occlusion) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (source.transmission) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (source.reflections) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (source.pathing) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, (float) source.interpolation);
mAudioSource.SetSpatializerFloat(index++, source.distanceAttenuationValue);
mAudioSource.SetSpatializerFloat(index++, (source.distanceAttenuationInput == DistanceAttenuationInput.CurveDriven) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, source.airAbsorptionLow);
mAudioSource.SetSpatializerFloat(index++, source.airAbsorptionMid);
mAudioSource.SetSpatializerFloat(index++, source.airAbsorptionHigh);
mAudioSource.SetSpatializerFloat(index++, (source.airAbsorptionInput == AirAbsorptionInput.UserDefined) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, source.directivityValue);
mAudioSource.SetSpatializerFloat(index++, source.dipoleWeight);
mAudioSource.SetSpatializerFloat(index++, source.dipolePower);
mAudioSource.SetSpatializerFloat(index++, (source.directivityInput == DirectivityInput.UserDefined) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, source.occlusionValue);
mAudioSource.SetSpatializerFloat(index++, (float) source.transmissionType);
mAudioSource.SetSpatializerFloat(index++, source.transmissionLow);
mAudioSource.SetSpatializerFloat(index++, source.transmissionMid);
mAudioSource.SetSpatializerFloat(index++, source.transmissionHigh);
mAudioSource.SetSpatializerFloat(index++, source.directMixLevel);
mAudioSource.SetSpatializerFloat(index++, (source.applyHRTFToReflections) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, source.reflectionsMixLevel);
mAudioSource.SetSpatializerFloat(index++, (source.applyHRTFToPathing) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, source.pathingMixLevel);
index++; // Skip 2 deprecated params.
index++;
mAudioSource.SetSpatializerFloat(index++, (source.directBinaural) ? 1.0f : 0.0f);
mAudioSource.SetSpatializerFloat(index++, mHandle);
mAudioSource.SetSpatializerFloat(index++, (source.perspectiveCorrection) ? 1.0f : 0.0f);
}
}
}
#endif