198 lines
7.4 KiB
C#
198 lines
7.4 KiB
C#
using UnityEngine;
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using FMODUnity;
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using FMOD.Studio;
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public class FirstPersonOcclusion : MonoBehaviour
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{
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[Header("FMOD Event")]
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[SerializeField]
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private FMODUnity.EventReference SelectAudio;
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private EventInstance AudioOccluded;
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private EventDescription AudioDes;
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private StudioListener Listener;
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private PLAYBACK_STATE pb;
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[Header("Occlusion Options")]
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[SerializeField]
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[Range(0f, 10f)]
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private float SoundOcclusionWidening = 1f;
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[SerializeField]
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[Range(0f, 10f)]
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private float PlayerOcclusionWidening = 1f;
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[SerializeField]
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private LayerMask OcclusionLayer;
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private bool AudioIsVirtual;
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private float MaxDistance;
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private float ListenerDistance;
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private float lineCastHitCount = 0f;
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private Color colour;
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private void Start()
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{
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Debug.Log("--- Start Method ---");
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// 1. Event Instance Creation
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AudioOccluded = RuntimeManager.CreateInstance(SelectAudio);
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Debug.Log($"Created FMOD Event Instance for: {SelectAudio.Path}");
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// 2. Attaching Instance
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RuntimeManager.AttachInstanceToGameObject(AudioOccluded, gameObject);
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Debug.Log($"Attached FMOD Event Instance to GameObject: {gameObject.name}");
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// 3. Starting Audio
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AudioOccluded.start();
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Debug.Log("Started FMOD Event Instance.");
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// 4. Releasing Instance (This allows the event to self-manage its lifetime, which is fine)
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AudioOccluded.release();
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Debug.Log("Released FMOD Event Instance.");
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// 5. Getting Event Description and Max Distance
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AudioDes = RuntimeManager.GetEventDescription(SelectAudio);
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AudioDes.getMinMaxDistance(out float minDistance, out MaxDistance);
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Debug.Log($"FMOD Event Min/Max Distance: {minDistance:F2} / {MaxDistance:F2}");
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// 6. Finding Listener
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Listener = FindObjectOfType<StudioListener>();
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if (Listener != null)
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{
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Debug.Log($"Found FMOD StudioListener on GameObject: {Listener.gameObject.name}");
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}
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else
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{
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Debug.LogError("FATAL: Could not find FMOD StudioListener in the scene!");
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}
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Debug.Log("--- End Start Method ---");
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}
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private void FixedUpdate()
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{
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// Debug.Log("--- FixedUpdate Method ---"); // Too frequent, only log conditions
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AudioOccluded.isVirtual(out AudioIsVirtual);
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AudioOccluded.getPlaybackState(out pb);
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ListenerDistance = Vector3.Distance(transform.position, Listener.transform.position);
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// 7. Check Occlusion Condition
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if (!AudioIsVirtual && pb == PLAYBACK_STATE.PLAYING && ListenerDistance <= MaxDistance)
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{
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Debug.Log($"Occlusion Check: Not Virtual, Playing, Distance {ListenerDistance:F2} <= Max {MaxDistance:F2}. Calling OccludeBetween.");
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OccludeBetween(transform.position, Listener.transform.position);
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}
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else
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{
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// Log reasons why occlusion is NOT being checked
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if (AudioIsVirtual) Debug.Log("Occlusion Skipped: Audio is Virtual.");
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if (pb != PLAYBACK_STATE.PLAYING) Debug.Log($"Occlusion Skipped: Playback State is not PLAYING. State: {pb}");
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if (ListenerDistance > MaxDistance) Debug.Log($"Occlusion Skipped: Distance {ListenerDistance:F2} > Max Distance {MaxDistance:F2}.");
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}
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// 8. Reset Hit Count
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// Debug.Log($"Resetting lineCastHitCount from {lineCastHitCount:F0} to 0.");
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lineCastHitCount = 0f;
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}
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private void OccludeBetween(Vector3 sound, Vector3 listener)
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{
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Debug.Log("--- OccludeBetween Method ---");
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// 9. Calculate Points (Log only a few to avoid clutter)
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Vector3 SoundLeft = CalculatePoint(sound, listener, SoundOcclusionWidening, true);
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Vector3 SoundRight = CalculatePoint(sound, listener, SoundOcclusionWidening, false);
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// Debug.Log($"Sound Positions: Center {sound}, Left {SoundLeft}, Right {SoundRight}");
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Vector3 ListenerLeft = CalculatePoint(listener, sound, PlayerOcclusionWidening, true);
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Vector3 ListenerRight = CalculatePoint(listener, sound, PlayerOcclusionWidening, false);
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// Debug.Log($"Listener Positions: Center {listener}, Left {ListenerLeft}, Right {ListenerRight}");
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Vector3 SoundAbove = new Vector3(sound.x, sound.y + SoundOcclusionWidening, sound.z);
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Vector3 SoundBelow = new Vector3(sound.x, sound.y - SoundOcclusionWidening, sound.z);
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Vector3 ListenerAbove = new Vector3(listener.x, listener.y + PlayerOcclusionWidening * 0.5f, listener.z);
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Vector3 ListenerBelow = new Vector3(listener.x, listener.y - PlayerOcclusionWidening * 0.5f, listener.z);
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// 10. Casting Lines (The line casts themselves will log hits)
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CastLine(SoundLeft, ListenerLeft);
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CastLine(SoundLeft, listener);
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CastLine(SoundLeft, ListenerRight);
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CastLine(sound, ListenerLeft);
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CastLine(sound, listener);
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CastLine(sound, ListenerRight);
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CastLine(SoundRight, ListenerLeft);
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CastLine(SoundRight, listener);
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CastLine(SoundRight, ListenerRight);
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CastLine(SoundAbove, ListenerAbove);
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CastLine(SoundBelow, ListenerBelow);
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if (PlayerOcclusionWidening == 0f || SoundOcclusionWidening == 0f)
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{
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colour = Color.blue;
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}
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else
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{
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colour = Color.green;
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}
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SetParameter();
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Debug.Log("--- End OccludeBetween Method ---");
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}
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private Vector3 CalculatePoint(Vector3 a, Vector3 b, float m, bool posOrneg)
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{
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// Debug.Log($"Calculating offset point for: {a} to {b} with magnitude {m} and posOrneg {posOrneg}");
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float x;
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float z;
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// n is the 2D distance between a and b
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float n = Vector3.Distance(new Vector3(a.x, 0f, a.z), new Vector3(b.x, 0f, b.z));
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float mn = (m / n);
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// Safety check for division by zero (if sound and listener are exactly on top of each other horizontally)
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if (n == 0f)
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{
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// If points are on the same XZ position, just return the point 'a'
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// Debug.LogWarning("CalculatePoint: Division by zero avoided. Sound and Listener are at the same XZ position.");
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return a;
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}
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if (posOrneg)
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{
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x = a.x + (mn * (a.z - b.z));
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z = a.z - (mn * (a.x - b.x));
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}
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else
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{
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x = a.x - (mn * (a.z - b.z));
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z = a.z + (mn * (a.x - b.x));
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}
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return new Vector3(x, a.y, z);
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}
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private void CastLine(Vector3 Start, Vector3 End)
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{
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RaycastHit hit;
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// 11. Raycast result
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bool isHit = Physics.Linecast(Start, End, out hit, OcclusionLayer);
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if (isHit)
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{
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lineCastHitCount++;
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Debug.Log($"Linecast HIT! Hit Count: {lineCastHitCount:F0}/11. Object hit: {hit.collider.name}.");
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Debug.DrawLine(Start, End, Color.red);
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}
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else
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{
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Debug.DrawLine(Start, End, colour);
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}
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}
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private void SetParameter()
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{
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float occlusionValue = lineCastHitCount / 11; // 11 is the total number of line casts
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// 12. Final Parameter Value
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Debug.Log($"Setting FMOD Parameter 'Occlusion' to: {occlusionValue:F2} (Hits: {lineCastHitCount:F0}/11)");
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AudioOccluded.setParameterByName("Occlusion", occlusionValue);
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}
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} |