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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;
}