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.Threading.Tasks;
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using UnityEngine;
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namespace SteamAudio
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{
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public class SteamAudioStaticMesh : MonoBehaviour
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{
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[Header("Export Settings")]
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public SerializedData asset = null;
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public string sceneNameWhenExported = "";
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#if STEAMAUDIO_ENABLED
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StaticMesh mStaticMesh = null;
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Task<StaticMesh> mTask = null;
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void Start()
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{
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if (asset == null)
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{
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Debug.LogWarningFormat("No asset set for Steam Audio Static Mesh in scene {0}. Export the scene before clicking Play.",
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gameObject.scene.name);
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}
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}
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void OnDestroy()
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{
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if (mStaticMesh != null)
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{
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mStaticMesh.Release();
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}
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else if (mTask != null)
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{
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mTask.ContinueWith(static e => e.Result.Release());
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}
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}
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void OnEnable()
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{
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if (mStaticMesh != null)
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{
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mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
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SteamAudioManager.ScheduleCommitScene();
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}
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}
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void OnDisable()
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{
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if (mStaticMesh != null && SteamAudioManager.CurrentScene != null)
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{
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mStaticMesh.RemoveFromScene(SteamAudioManager.CurrentScene);
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SteamAudioManager.ScheduleCommitScene();
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}
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}
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void Update()
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{
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if (mStaticMesh == null && asset != null)
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{
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if (mTask == null)
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{
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mTask = Task.Run(() => new StaticMesh(SteamAudioManager.Context, SteamAudioManager.CurrentScene, asset));
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}
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else if (mTask.IsCompleted)
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{
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mStaticMesh = mTask.Result;
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mTask = null;
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if (enabled)
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{
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mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
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SteamAudioManager.ScheduleCommitScene();
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}
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}
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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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