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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#if STEAMAUDIO_ENABLED
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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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public sealed class UnityAudioEngineSource : AudioEngineSource
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{
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AudioSource mAudioSource = null;
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SteamAudioSource mSteamAudioSource = null;
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int mHandle = -1;
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public override void Initialize(GameObject gameObject)
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{
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mAudioSource = gameObject.GetComponent<AudioSource>();
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mSteamAudioSource = gameObject.GetComponent<SteamAudioSource>();
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if (mSteamAudioSource)
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{
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mHandle = API.iplUnityAddSource(mSteamAudioSource.GetSource().Get());
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}
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}
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public override void Destroy()
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{
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var index = 28;
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if (mAudioSource != null)
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{
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mAudioSource.SetSpatializerFloat(index, -1);
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}
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if (mSteamAudioSource)
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{
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API.iplUnityRemoveSource(mHandle);
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}
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}
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public override void UpdateParameters(SteamAudioSource source)
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{
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if (!mAudioSource)
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return;
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var index = 0;
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mAudioSource.SetSpatializerFloat(index++, (source.distanceAttenuation) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.airAbsorption) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.directivity) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.occlusion) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.transmission) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.reflections) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.pathing) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (float) source.interpolation);
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mAudioSource.SetSpatializerFloat(index++, source.distanceAttenuationValue);
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mAudioSource.SetSpatializerFloat(index++, (source.distanceAttenuationInput == DistanceAttenuationInput.CurveDriven) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, source.airAbsorptionLow);
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mAudioSource.SetSpatializerFloat(index++, source.airAbsorptionMid);
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mAudioSource.SetSpatializerFloat(index++, source.airAbsorptionHigh);
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mAudioSource.SetSpatializerFloat(index++, (source.airAbsorptionInput == AirAbsorptionInput.UserDefined) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, source.directivityValue);
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mAudioSource.SetSpatializerFloat(index++, source.dipoleWeight);
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mAudioSource.SetSpatializerFloat(index++, source.dipolePower);
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mAudioSource.SetSpatializerFloat(index++, (source.directivityInput == DirectivityInput.UserDefined) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, source.occlusionValue);
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mAudioSource.SetSpatializerFloat(index++, (float) source.transmissionType);
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mAudioSource.SetSpatializerFloat(index++, source.transmissionLow);
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mAudioSource.SetSpatializerFloat(index++, source.transmissionMid);
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mAudioSource.SetSpatializerFloat(index++, source.transmissionHigh);
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mAudioSource.SetSpatializerFloat(index++, source.directMixLevel);
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mAudioSource.SetSpatializerFloat(index++, (source.applyHRTFToReflections) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, source.reflectionsMixLevel);
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mAudioSource.SetSpatializerFloat(index++, (source.applyHRTFToPathing) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, source.pathingMixLevel);
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index++; // Skip 2 deprecated params.
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index++;
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mAudioSource.SetSpatializerFloat(index++, (source.directBinaural) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, mHandle);
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mAudioSource.SetSpatializerFloat(index++, (source.perspectiveCorrection) ? 1.0f : 0.0f);
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mAudioSource.SetSpatializerFloat(index++, (source.normalizePathingEQ) ? 1.0f : 0.0f);
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}
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}
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}
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#endif
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