Steam Audio tryout
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//
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// Copyright 2017-2023 Valve Corporation.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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using System;
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using UnityEngine;
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namespace SteamAudio
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{
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[AddComponentMenu("Steam Audio/Steam Audio Dynamic Object")]
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public class SteamAudioDynamicObject : MonoBehaviour
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{
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[Header("Export Settings")]
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public SerializedData asset = null;
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#if STEAMAUDIO_ENABLED
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InstancedMesh mInstancedMesh = null;
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private void OnDestroy()
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{
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SteamAudioManager.UnloadDynamicObject(this);
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if (mInstancedMesh != null)
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{
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mInstancedMesh.Release();
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}
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}
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private void OnEnable()
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{
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if (mInstancedMesh != null)
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{
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mInstancedMesh.AddToScene(SteamAudioManager.CurrentScene);
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SteamAudioManager.ScheduleCommitScene();
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}
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}
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private void OnDisable()
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{
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if (mInstancedMesh != null && SteamAudioManager.CurrentScene != null)
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{
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mInstancedMesh.RemoveFromScene(SteamAudioManager.CurrentScene);
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SteamAudioManager.ScheduleCommitScene();
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}
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}
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private void Update()
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{
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if (mInstancedMesh == null && asset != null)
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{
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mInstancedMesh = SteamAudioManager.LoadDynamicObject(this, SteamAudioManager.CurrentScene, SteamAudioManager.Context);
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if (enabled)
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{
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mInstancedMesh.AddToScene(SteamAudioManager.CurrentScene);
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SteamAudioManager.ScheduleCommitScene();
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}
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}
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// Only update the dynamic object if it has actually move this frame
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if (transform.hasChanged)
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{
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mInstancedMesh.UpdateTransform(SteamAudioManager.CurrentScene, transform);
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SteamAudioManager.ScheduleCommitScene();
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transform.hasChanged = false;
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}
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}
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#endif
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}
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}
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