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#include "UnityPrefix.h"
#include "AudioManager.h"
#include "AudioListener.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Input/TimeManager.h"
#include "Runtime/Camera/Camera.h"
#include "Runtime/BaseClasses/IsPlaying.h"
#include "Runtime/Camera/RenderManager.h"
#include "AudioSourceFilter.h"
#include "AudioEchoFilter.h"
#include "AudioChorusFilter.h"
#include "correct_fmod_includer.h"
#include "Runtime/Misc/BuildSettings.h"
#include "Runtime/Mono/MonoBehaviour.h"
#if ENABLE_AUDIO
AudioListener::AudioListener (MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
, m_Node(this)
, m_VelocityUpdateMode (kVelocityUpdateModeAuto)
, m_LastPosition(Vector3f(0,0,0))
{
}
AudioListener::~AudioListener ()
{
GetAudioManager().RemoveAudioListener(this);
}
void AudioListener::Cleanup()
{
#if ENABLE_AUDIO_FMOD
const GameObject* go = GetGameObjectPtr();
if (!go)
return;
for (int i=0;i<go->GetComponentCount();i++)
{
AudioFilter* filter = dynamic_pptr_cast<AudioFilter*> (&go->GetComponentAtIndex(i));
if (filter == NULL)
continue;
filter->Cleanup();
}
#endif
}
void AudioListener::RemoveFromManager ()
{
GetAudioManager().RemoveAudioListener(this);
}
void AudioListener::AddToManager ()
{
m_LastPosition = GetCurrentTransform().GetPosition();
GetAudioManager().AddAudioListener(this);
#if ENABLE_AUDIO_FMOD
ApplyFilters();
#endif
}
void AudioListener::AwakeFromLoad (AwakeFromLoadMode awakeMode)
{
Super::AwakeFromLoad (awakeMode);
}
void AudioListener::SetAlternativeTransform(Transform* t)
{
m_AltTransform = t;
}
const Transform& AudioListener::GetCurrentTransform() const
{
#if UNITY_EDITOR
if (!IsWorldPlaying())
{
Transform* altTransform = m_AltTransform;
if (altTransform)
return *altTransform;
}
#endif
return GetComponent(Transform);
}
void AudioListener::DoUpdate ()
{
const Transform& transform = GetCurrentTransform();
const Vector3f pos = transform.GetPosition();
Vector3f vel = (pos - m_LastPosition) * GetInvDeltaTime ();
GetAudioManager().UpdateListener(
pos,
vel,
NormalizeSafe(transform.TransformDirection( Vector3f (0.0f, 1.0f, 0.0f) )),
NormalizeSafe(transform.TransformDirection( Vector3f (0.0f, 0.0f, 1.0f) ))
);
m_LastPosition = pos;
}
void AudioListener::Update()
{
if(m_VelocityUpdateMode == kVelocityUpdateModeAuto)
m_VelocityUpdateMode = GetAudioManager().GetAutomaticUpdateMode( GetGameObjectPtr() );
if(m_VelocityUpdateMode==kVelocityUpdateModeDynamic)
DoUpdate();
}
void AudioListener::FixedUpdate()
{
if(m_VelocityUpdateMode == kVelocityUpdateModeAuto)
m_VelocityUpdateMode = GetAudioManager().GetAutomaticUpdateMode( GetGameObjectPtr());
if(m_VelocityUpdateMode==kVelocityUpdateModeFixed)
DoUpdate();
}
// Apply filters
#if ENABLE_AUDIO_FMOD
void AudioListener::ApplyFilters()
{
const GameObject& go = GetGameObject();
for (int i=0;i<go.GetComponentCount();i++)
{
FMOD::DSP* dsp = NULL;
AudioFilter* filter = NULL;
filter = dynamic_pptr_cast<AudioFilter*> (&go.GetComponentAtIndex(i));
if ( filter && GetBuildSettings().hasAdvancedVersion )
dsp = filter->GetDSP();
#if ENABLE_SCRIPTING
if (!dsp)
{
MonoBehaviour* behaviour = dynamic_pptr_cast<MonoBehaviour*> (&go.GetComponentAtIndex(i));
if ( behaviour ) dsp = behaviour->GetOrCreateDSP();
}
#endif
if (dsp == NULL)
continue;
FMOD_RESULT result;
result = dsp->remove();
FMOD_ASSERT(result);
result = GetAudioManager().GetChannelGroup_FX_IgnoreVolume()->addDSP(dsp, 0);
FMOD_ASSERT(result);
}
}
#endif
void AudioListener::OnAddComponent()
{
#if ENABLE_AUDIO_FMOD
ApplyFilters();
#endif
}
void AudioListener::InitializeClass ()
{
REGISTER_MESSAGE_VOID (AudioListener, kDidAddComponent, OnAddComponent);
}
void AudioListener::CleanupClass()
{
}
template<class TransferFunc>
void AudioListener::Transfer (TransferFunc& transfer) {
Super::Transfer (transfer);
}
IMPLEMENT_CLASS_HAS_INIT (AudioListener)
IMPLEMENT_OBJECT_SERIALIZE (AudioListener)
#endif
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