#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms. ////////////////////////////////////////////////////////////////////// // // Copyright (c) 2017 Audiokinetic Inc. / All Rights Reserved // ////////////////////////////////////////////////////////////////////// /// @brief Defines the behavior of a \ref AkEventPlayable within a \ref AkEventTrack. /// \sa /// - \ref AkEventTrack /// - \ref AkEventPlayable [System.Obsolete(AkSoundEngine.Deprecation_2019_2_0)] public class AkEventPlayableBehavior : UnityEngine.Playables.PlayableBehaviour { private float currentDuration = -1f; private float currentDurationProportion = 1f; private bool eventIsPlaying; private bool fadeinTriggered; private bool fadeoutTriggered; private float previousEventStartTime; private const uint CallbackFlags = (uint)(AkCallbackType.AK_EndOfEvent | AkCallbackType.AK_Duration); private void CallbackHandler(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info) { if (in_type == AkCallbackType.AK_EndOfEvent) { eventIsPlaying = fadeinTriggered = fadeoutTriggered = false; } else if (in_type == AkCallbackType.AK_Duration) { var estimatedDuration = (in_info as AkDurationCallbackInfo).fEstimatedDuration; currentDuration = estimatedDuration * currentDurationProportion / 1000f; } } #if UNITY_EDITOR private static bool CanPostEvents { get { return UnityEditor.SessionState.GetBool("AkEventPlayableBehavior.CanPostEvents", true); } set { UnityEditor.SessionState.SetBool("AkEventPlayableBehavior.CanPostEvents", value); } } [UnityEditor.InitializeOnLoadMethod] private static void DetermineCanPostEvents() { UnityEditor.Compilation.CompilationPipeline.assemblyCompilationFinished += (string text, UnityEditor.Compilation.CompilerMessage[] messages) => { if (!UnityEditor.EditorApplication.isPlaying) CanPostEvents = false; }; UnityEditor.EditorApplication.playModeStateChanged += (UnityEditor.PlayModeStateChange playMode) => { if (playMode == UnityEditor.PlayModeStateChange.ExitingEditMode) CanPostEvents = true; }; } #endif [System.Flags] private enum Actions { None = 0, Playback = 1 << 0, Retrigger = 1 << 1, DelayedStop = 1 << 2, Seek = 1 << 3, FadeIn = 1 << 4, FadeOut = 1 << 5 } private Actions requiredActions; private const int scrubPlaybackLengthMs = 100; public AK.Wwise.Event akEvent; public float eventDurationMax; public float eventDurationMin; public float blendInDuration; public float blendOutDuration; public float easeInDuration; public float easeOutDuration; public AkCurveInterpolation blendInCurve; public AkCurveInterpolation blendOutCurve; public UnityEngine.GameObject eventObject; public bool retriggerEvent; private bool wasScrubbingAndRequiresRetrigger; public bool StopEventAtClipEnd; public bool overrideTrackEmitterObject; private bool IsScrubbing(UnityEngine.Playables.FrameData info) { #if !UNITY_2018_2_OR_NEWER // We disable scrubbing in edit mode, due to an issue with how FrameData.EvaluationType is handled in edit mode. // This is a known issue and Unity are aware of it: https://fogbugz.unity3d.com/default.asp?953109_kitf7pso0vmjm0m0 if (!UnityEngine.Application.isPlaying) return false; #endif return info.evaluationType == UnityEngine.Playables.FrameData.EvaluationType.Evaluate; } public override void PrepareFrame(UnityEngine.Playables.Playable playable, UnityEngine.Playables.FrameData info) { base.PrepareFrame(playable, info); if (akEvent == null) return; var shouldPlay = ShouldPlay(playable); if (IsScrubbing(info) && shouldPlay) { requiredActions |= Actions.Seek; if (!eventIsPlaying) { requiredActions |= Actions.Playback | Actions.DelayedStop; CheckForFadeInFadeOut(playable); } } else if (!eventIsPlaying && (requiredActions & Actions.Playback) == 0) { // The clip is playing but the event hasn't been triggered. We need to start the event and jump to the correct time. requiredActions |= Actions.Retrigger; CheckForFadeInFadeOut(playable); } else { CheckForFadeOut(playable, UnityEngine.Playables.PlayableExtensions.GetTime(playable)); } } private const float alph = 0.05f; public override void OnBehaviourPlay(UnityEngine.Playables.Playable playable, UnityEngine.Playables.FrameData info) { base.OnBehaviourPlay(playable, info); if (akEvent == null) return; var shouldPlay = ShouldPlay(playable); if (!shouldPlay) return; requiredActions |= Actions.Playback; if (IsScrubbing(info)) { wasScrubbingAndRequiresRetrigger = true; // If we've explicitly set the playhead, only play a small snippet. requiredActions |= Actions.DelayedStop; } else if (GetProportionalTime(playable) > alph) { // we need to jump to the correct position in the case where the event is played from some non-start position. requiredActions |= Actions.Seek; } CheckForFadeInFadeOut(playable); } public override void OnBehaviourPause(UnityEngine.Playables.Playable playable, UnityEngine.Playables.FrameData info) { wasScrubbingAndRequiresRetrigger = false; base.OnBehaviourPause(playable, info); if (eventObject != null && akEvent != null && StopEventAtClipEnd) { StopEvent(); } } public override void ProcessFrame(UnityEngine.Playables.Playable playable, UnityEngine.Playables.FrameData info, object playerData) { base.ProcessFrame(playable, info, playerData); if (akEvent == null) return; if (!overrideTrackEmitterObject) { var obj = playerData as UnityEngine.GameObject; if (obj != null) eventObject = obj; } if (eventObject == null) return; if ((requiredActions & Actions.Playback) != 0) PlayEvent(); if ((requiredActions & Actions.Seek) != 0) SeekToTime(playable); if ((retriggerEvent || wasScrubbingAndRequiresRetrigger) && (requiredActions & Actions.Retrigger) != 0) RetriggerEvent(playable); if ((requiredActions & Actions.DelayedStop) != 0) StopEvent(scrubPlaybackLengthMs); if (!fadeinTriggered && (requiredActions & Actions.FadeIn) != 0) TriggerFadeIn(playable); if (!fadeoutTriggered && (requiredActions & Actions.FadeOut) != 0) TriggerFadeOut(playable); requiredActions = Actions.None; } /** Check the playable time against the Wwise event duration to see if playback should occur. */ private bool ShouldPlay(UnityEngine.Playables.Playable playable) { var previousTime = UnityEngine.Playables.PlayableExtensions.GetPreviousTime(playable); var currentTime = UnityEngine.Playables.PlayableExtensions.GetTime(playable); if (previousTime == 0.0 && System.Math.Abs(currentTime - previousTime) > 1.0) return false; if (retriggerEvent) return true; // If max and min duration values from metadata are equal, we can assume a deterministic event. if (eventDurationMax == eventDurationMin && eventDurationMin != -1f) return currentTime < eventDurationMax; currentTime -= previousEventStartTime; var maxDuration = currentDuration == -1f ? (float)UnityEngine.Playables.PlayableExtensions.GetDuration(playable) : currentDuration; return currentTime < maxDuration; } private void CheckForFadeInFadeOut(UnityEngine.Playables.Playable playable) { var currentClipTime = UnityEngine.Playables.PlayableExtensions.GetTime(playable); if (blendInDuration > currentClipTime || easeInDuration > currentClipTime) requiredActions |= Actions.FadeIn; CheckForFadeOut(playable, currentClipTime); } private void CheckForFadeOut(UnityEngine.Playables.Playable playable, double currentClipTime) { var timeLeft = UnityEngine.Playables.PlayableExtensions.GetDuration(playable) - currentClipTime; if (blendOutDuration >= timeLeft || easeOutDuration >= timeLeft) requiredActions |= Actions.FadeOut; } private void TriggerFadeIn(UnityEngine.Playables.Playable playable) { var currentClipTime = UnityEngine.Playables.PlayableExtensions.GetTime(playable); var fadeDuration = UnityEngine.Mathf.Max(easeInDuration, blendInDuration) - currentClipTime; if (fadeDuration > 0) { fadeinTriggered = true; akEvent.ExecuteAction(eventObject, AkActionOnEventType.AkActionOnEventType_Pause, 0, blendOutCurve); akEvent.ExecuteAction(eventObject, AkActionOnEventType.AkActionOnEventType_Resume, (int)(fadeDuration * 1000), blendInCurve); } } private void TriggerFadeOut(UnityEngine.Playables.Playable playable) { fadeoutTriggered = true; var fadeDuration = UnityEngine.Playables.PlayableExtensions.GetDuration(playable) - UnityEngine.Playables.PlayableExtensions.GetTime(playable); akEvent.ExecuteAction(eventObject, AkActionOnEventType.AkActionOnEventType_Stop, (int)(fadeDuration * 1000), blendOutCurve); } private void StopEvent(int transition = 0) { if (!eventIsPlaying) return; akEvent.Stop(eventObject, transition); #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying) eventIsPlaying = false; #endif } private bool PostEvent() { fadeinTriggered = fadeoutTriggered = false; uint playingID; #if UNITY_EDITOR if (!CanPostEvents) { playingID = AkSoundEngine.AK_INVALID_PLAYING_ID; } else if (!UnityEditor.EditorApplication.isPlaying) { playingID = akEvent.Post(eventObject); } else #endif { playingID = akEvent.Post(eventObject, CallbackFlags, CallbackHandler, null); } eventIsPlaying = playingID != AkSoundEngine.AK_INVALID_PLAYING_ID; return eventIsPlaying; } private void PlayEvent() { if (!PostEvent()) return; currentDurationProportion = 1f; previousEventStartTime = 0f; } private void RetriggerEvent(UnityEngine.Playables.Playable playable) { wasScrubbingAndRequiresRetrigger = false; if (!PostEvent()) return; currentDurationProportion = 1f - SeekToTime(playable); previousEventStartTime = (float)UnityEngine.Playables.PlayableExtensions.GetTime(playable); } private float GetProportionalTime(UnityEngine.Playables.Playable playable) { // If max and min duration values from metadata are equal, we can assume a deterministic event. if (eventDurationMax == eventDurationMin && eventDurationMin != -1f) { // If the timeline clip has length greater than the event duration, we want to loop. return (float)UnityEngine.Playables.PlayableExtensions.GetTime(playable) % eventDurationMax / eventDurationMax; } var currentTime = (float)UnityEngine.Playables.PlayableExtensions.GetTime(playable) - previousEventStartTime; var maxDuration = currentDuration == -1f ? (float)UnityEngine.Playables.PlayableExtensions.GetDuration(playable) : currentDuration; // If the timeline clip has length greater than the event duration, we want to loop. return currentTime % maxDuration / maxDuration; } // Seek to the current time, taking looping into account. private float SeekToTime(UnityEngine.Playables.Playable playable) { var proportionalTime = GetProportionalTime(playable); if (proportionalTime >= 1f) // Avoids Wwise "seeking beyond end of event: audio will stop" error. return 1f; #if UNITY_EDITOR if (!CanPostEvents) return proportionalTime; #endif if (eventIsPlaying) AkSoundEngine.SeekOnEvent(akEvent.Id, eventObject, proportionalTime); return proportionalTime; } } #endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.