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)
34 lines
No EOL
1.5 KiB
C#
34 lines
No EOL
1.5 KiB
C#
#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
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//////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2014 Audiokinetic Inc. / All Rights Reserved
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//
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//////////////////////////////////////////////////////////////////////
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[UnityEngine.AddComponentMenu("Wwise/AkRoomPortalObstruction")]
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[UnityEngine.RequireComponent(typeof(AkRoomPortal))]
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/// @brief Completely obstructs the spatial audio portal of the current game object from the spatial audio listener if at least one object is between them.
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/// @details If no spatial audio listener has been registered, there will be no obstruction.
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public class AkRoomPortalObstruction : AkObstructionOcclusion
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{
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private AkRoomPortal m_portal;
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private void Awake()
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{
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InitIntervalsAndFadeRates();
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m_portal = GetComponent<AkRoomPortal>();
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}
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protected override void UpdateCurrentListenerList()
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{
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currentListenerList.Add(AkSpatialAudioListener.TheSpatialAudioListener);
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}
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protected override void SetObstructionOcclusion(
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System.Collections.Generic.KeyValuePair<AkAudioListener, ObstructionOcclusionValue> ObsOccPair)
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{
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if (m_portal.IsValid)
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AkSoundEngine.SetPortalObstructionAndOcclusion(m_portal.GetID(), ObsOccPair.Value.currentValue, 0.0f);
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}
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}
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#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms. |