137 lines
3.1 KiB
C#
137 lines
3.1 KiB
C#
|
using HG;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace RoR2.Audio;
|
||
|
|
||
|
public static class LoopSoundManager
|
||
|
{
|
||
|
public struct SoundLoopPtr
|
||
|
{
|
||
|
public readonly ValueHeap<SoundLoopNode>.Ptr ptr;
|
||
|
|
||
|
public bool isValid => soundLoopHeap.PtrIsValid(in ptr);
|
||
|
|
||
|
public SoundLoopPtr(ValueHeap<SoundLoopNode>.Ptr ptr)
|
||
|
{
|
||
|
this.ptr = ptr;
|
||
|
}
|
||
|
|
||
|
public SoundLoopNode GetValue()
|
||
|
{
|
||
|
return soundLoopHeap.GetValue(in ptr);
|
||
|
}
|
||
|
|
||
|
public void SetValue(in SoundLoopNode value)
|
||
|
{
|
||
|
soundLoopHeap.SetValue(in ptr, in value);
|
||
|
}
|
||
|
|
||
|
public ref SoundLoopNode GetRef()
|
||
|
{
|
||
|
return ref soundLoopHeap.GetRef(ptr);
|
||
|
}
|
||
|
|
||
|
public void SetRtpc(string rtpcName, float value)
|
||
|
{
|
||
|
AkSoundEngine.SetRTPCValueByPlayingID(rtpcName, value, GetRef().akId);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public class SoundLoopHelper : MonoBehaviour
|
||
|
{
|
||
|
public SoundLoopPtr first { get; set; }
|
||
|
|
||
|
public SoundLoopPtr last { get; set; }
|
||
|
|
||
|
public GameObject cachedGameObject { get; set; }
|
||
|
|
||
|
private void OnDestroy()
|
||
|
{
|
||
|
while (first.isValid)
|
||
|
{
|
||
|
StopSoundLoopLocal(first);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public struct SoundLoopNode
|
||
|
{
|
||
|
public SoundLoopHelper owner;
|
||
|
|
||
|
public LoopSoundDef loopSoundDef;
|
||
|
|
||
|
public uint akId;
|
||
|
|
||
|
public SoundLoopPtr next;
|
||
|
|
||
|
public SoundLoopPtr previous;
|
||
|
}
|
||
|
|
||
|
private static readonly ValueHeap<SoundLoopNode> soundLoopHeap = new ValueHeap<SoundLoopNode>(128u);
|
||
|
|
||
|
public static SoundLoopPtr PlaySoundLoopLocal(GameObject gameObject, LoopSoundDef loopSoundDef)
|
||
|
{
|
||
|
gameObject.GetComponent<AkGameObj>();
|
||
|
SoundLoopHelper soundLoopHelper = gameObject.GetComponent<SoundLoopHelper>();
|
||
|
if (!soundLoopHelper)
|
||
|
{
|
||
|
soundLoopHelper = gameObject.AddComponent<SoundLoopHelper>();
|
||
|
soundLoopHelper.cachedGameObject = soundLoopHelper.gameObject;
|
||
|
}
|
||
|
SoundLoopPtr soundLoopPtr = new SoundLoopPtr(soundLoopHeap.Alloc());
|
||
|
SoundLoopPtr last = soundLoopHelper.last;
|
||
|
ref SoundLoopNode @ref = ref soundLoopPtr.GetRef();
|
||
|
@ref.owner = soundLoopHelper;
|
||
|
@ref.loopSoundDef = loopSoundDef;
|
||
|
if (soundLoopHelper.last.isValid)
|
||
|
{
|
||
|
@ref.previous = last;
|
||
|
last.GetRef().next = soundLoopPtr;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
soundLoopHelper.first = soundLoopPtr;
|
||
|
}
|
||
|
soundLoopHelper.last = soundLoopPtr;
|
||
|
@ref.akId = AkSoundEngine.PostEvent(loopSoundDef.startSoundName, gameObject);
|
||
|
return soundLoopPtr;
|
||
|
}
|
||
|
|
||
|
public static SoundLoopPtr PlaySoundLoopLocalRtpc(GameObject gameObject, LoopSoundDef loopSoundDef, string rtpcName, float rtpcValue)
|
||
|
{
|
||
|
SoundLoopPtr result = PlaySoundLoopLocal(gameObject, loopSoundDef);
|
||
|
ref SoundLoopNode @ref = ref result.GetRef();
|
||
|
if (@ref.akId != 0)
|
||
|
{
|
||
|
AkSoundEngine.SetRTPCValueByPlayingID(rtpcName, rtpcValue, @ref.akId);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static void StopSoundLoopLocal(SoundLoopPtr ptr)
|
||
|
{
|
||
|
if (ptr.isValid)
|
||
|
{
|
||
|
ref SoundLoopNode @ref = ref ptr.GetRef();
|
||
|
AkSoundEngine.PostEvent(@ref.loopSoundDef.stopSoundName, @ref.owner.cachedGameObject);
|
||
|
if (@ref.previous.isValid)
|
||
|
{
|
||
|
@ref.previous.GetRef().next = @ref.next;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
@ref.owner.first = @ref.next;
|
||
|
}
|
||
|
if (@ref.next.isValid)
|
||
|
{
|
||
|
@ref.next.GetRef().previous = @ref.previous;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
@ref.owner.last = @ref.previous;
|
||
|
}
|
||
|
soundLoopHeap.Free(in ptr.ptr);
|
||
|
}
|
||
|
}
|
||
|
}
|