Aetheria/Assets/Wwise/Deployment/Components/AkRTPCTrack.cs
Reinier Vens db8c3c7779 Initial Wwise Integration
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
2021-02-27 20:53:36 +00:00

46 lines
No EOL
1.6 KiB
C#

#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
#if !AK_DISABLE_TIMELINE
[UnityEngine.Timeline.TrackColor(0.32f, 0.13f, 0.13f)]
// Specifies the type of Playable Asset this track manages
[UnityEngine.Timeline.TrackClipType(typeof(AkRTPCPlayable))]
// Use if the track requires a binding to a scene object or asset
[UnityEngine.Timeline.TrackBindingType(typeof(UnityEngine.GameObject))]
[System.Obsolete(AkSoundEngine.Deprecation_2019_2_0)]
public class AkRTPCTrack : UnityEngine.Timeline.TrackAsset
{
public AK.Wwise.RTPC Parameter;
// override the type of mixer playable used by this track
public override UnityEngine.Playables.Playable CreateTrackMixer(UnityEngine.Playables.PlayableGraph graph,
UnityEngine.GameObject go, int inputCount)
{
var playable = UnityEngine.Playables.ScriptPlayable<AkRTPCPlayableBehaviour>.Create(graph, inputCount);
setPlayableProperties();
return playable;
}
public void setPlayableProperties()
{
var clips = GetClips();
foreach (var clip in clips)
{
var clipPlayable = (AkRTPCPlayable) clip.asset;
clipPlayable.Parameter = Parameter;
clipPlayable.OwningClip = clip;
}
}
public void OnValidate()
{
var clips = GetClips();
foreach (var clip in clips)
{
var clipPlayable = (AkRTPCPlayable) clip.asset;
clipPlayable.Parameter = Parameter;
}
}
}
#endif // !AK_DISABLE_TIMELINE
#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.