| class PluginSoundDebug extends PluginBase |
| { |
| override void OnInit() |
| { |
| m_TickTimer = new Timer(); |
| m_TickTimer.Run(0.1, this, "OnGUITimer", NULL, true); |
| } |
| |
| override void OnUpdate(float delta_time) |
| { |
| ; |
| } |
| |
| override void OnDestroy() |
| { |
| m_TickTimer = NULL; |
| } |
| |
| void Show() |
| { |
| m_TickTimer = new Timer(); |
| m_TickTimer.Run(0.1, this, "OnGUITimer", NULL, true); |
| } |
| |
| void Hide() |
| { |
| m_TickTimer = NULL; |
| } |
| |
| void OnGUITimer() |
| { |
| DbgUI.BeginCleanupScope(); |
| DbgUI.Begin("Sound debug", 10, 10); |
| |
| DbgUI.PushID_Str("SoundParams"); |
| DbgUI.Text("SoundParams: "); |
| DbgUI.SameLine(); |
| string soundsetName = "BearGrowl_SoundSet"; |
| DbgUI.InputText("", soundsetName, 200); |
| DbgUI.PopID(); |
| |
| DbgUI.PushID_Str("Offset"); |
| DbgUI.Text("Offset pos: "); |
| vector posOffset = "0 0 0"; |
| float posVal; |
| |
| DbgUI.SameLine(); |
| DbgUI.PushID_Int(1); |
| DbgUI.InputFloat("", posVal, 80); |
| DbgUI.PopID(); |
| posOffset[0] = posVal; |
| |
| DbgUI.SameLine(); |
| DbgUI.PushID_Int(2); |
| DbgUI.InputFloat("", posVal, 80); |
| DbgUI.PopID(); |
| posOffset[1] = posVal; |
| |
| DbgUI.SameLine(); |
| DbgUI.PushID_Int(3); |
| DbgUI.InputFloat("", posVal, 80); |
| DbgUI.PopID(); |
| posOffset[2] = posVal; |
| DbgUI.PopID(); |
| |
| if(DbgUI.Button("Create")) |
| { |
| m_soundParams = new SoundParams(soundsetName); |
| m_soundBuilder = new SoundObjectBuilder(m_soundParams); |
| m_soundObject = m_soundBuilder.BuildSoundObject(); |
| m_soundObject.SetPosition(GetGame().GetPlayer().GetPosition() + posOffset); |
| } |
| |
| DbgUI.Text("SoundObjectBuilder: "); |
| |
| DbgUI.Text("SoundObject: "); |
| |
| DbgUI.Text("AbstractWave: "); |
| |
| vector posOffset2 = "0 10 0"; |
| |
| if(m_soundParams != NULL) |
| { |
| DbgUI.Text("FadeInFactor: "); |
| DbgUI.SameLine(); |
| DbgUI.PushID_Str("fadeIn"); |
| DbgUI.InputFloat("", fadeInVolume, 80); |
| DbgUI.PopID(); |
| |
| DbgUI.Text("FadeOutFactor: "); |
| DbgUI.SameLine(); |
| DbgUI.PushID_Str("fadeOut"); |
| DbgUI.InputFloat("", fadeOutVolume, 80); |
| DbgUI.PopID(); |
| |
| DbgUI.PushID_Str("Offset2"); |
| DbgUI.Text("Offset2 pos: "); |
| float posVal2; |
|
|
| DbgUI.SameLine(); |
| DbgUI.PushID_Int(100); |
| posVal2 = posOffset2[0]; |
| DbgUI.InputFloat("", posVal2, 80); |
| DbgUI.PopID(); |
| posOffset2[0] = posVal2; |
|
|
| DbgUI.SameLine(); |
| DbgUI.PushID_Int(101); |
| posVal2 = posOffset2[1]; |
| DbgUI.InputFloat("", posVal2, 80); |
| DbgUI.PopID(); |
| posOffset2[1] = posVal2; |
|
|
| DbgUI.SameLine(); |
| DbgUI.PushID_Int(102); |
| posVal2 = posOffset2[2]; |
| DbgUI.InputFloat("", posVal2, 80); |
| DbgUI.PopID(); |
| posOffset2[2] = posVal2; |
| DbgUI.PopID(); |
| |
| DbgUI.Text("skip: "); |
| DbgUI.SameLine(); |
| float skip = 0.0; |
| DbgUI.PushID_Int(200); |
| DbgUI.InputFloat("", skip, 80); |
| DbgUI.PopID(); |
| |
| if(DbgUI.Button("Create and play")) |
| { |
| m_wave = GetGame().GetSoundScene().Play3D(m_soundObject, m_soundBuilder); |
| m_wave.SetFadeInFactor(fadeInVolume); |
| m_wave.Skip(skip); |
| m_wave.SetPosition(GetGame().GetPlayer().GetPosition() + posOffset2); |
| } |
| } |
| |
| if(m_wave != NULL) |
| { |
| DbgUI.Text("Wave length: " + m_wave.GetLength() + "s"); |
| |
| |
| DbgUI.Text("Volume: "); |
| DbgUI.SameLine(); |
| float volume = 1.0; |
| DbgUI.InputFloat(" ", volume, 80); |
| DbgUI.SameLine(); |
| if(DbgUI.Button("SetVolume")) |
| m_wave.SetVolume(volume); |
| DbgUI.SameLine(); |
| if(DbgUI.Button("SetVolumeRelative")) |
| m_wave.SetVolumeRelative(volume); |
| |
| if(DbgUI.Button("Play")) |
| m_wave.Play(); |
| if(DbgUI.Button("Stop")) |
| m_wave.Stop(); |
| if(DbgUI.Button("Restart")) |
| m_wave.Restart(); |
| if(DbgUI.Button("Repeat")) |
| m_wave.Loop(true); |
| if(DbgUI.Button("StopRepeat")) |
| m_wave.Loop(false); |
| if(DbgUI.Button("Set position")) |
| m_wave.SetPosition(GetGame().GetPlayer().GetPosition() + posOffset2); |
| } |
| |
| DbgUI.End(); |
| DbgUI.EndCleanupScope(); |
| } |
| |
| |
| ref Timer m_TickTimer; |
| |
| ref SoundParams m_soundParams; |
| ref SoundObjectBuilder m_soundBuilder; |
| ref SoundObject m_soundObject; |
| float fadeInVolume = 1.1; |
| float fadeOutVolume = 0.9; |
| AbstractWave m_wave; |
| } |