File size: 4,089 Bytes
24b81cb |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 |
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("Wave position: " + Math.Round(m_wave.GetCurrPosition() * 100) + "%");
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;
} |