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o3de/Assets/Engine/Scripts/Entities/Sound/AudioAreaEntity.lua

262 lines
9.2 KiB
Lua

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--
-- Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
--
-- SPDX-License-Identifier: Apache-2.0 OR MIT
--
--
--
----------------------------------------------------------------------------------------------------
-- audio area entity - to be attached to an area
-- reports a normalized (0-1) fade value depending on the listener's distance to the area
AudioAreaEntity = {
type = "AudioAreaEntity",
Editor = {
Model = "Editor/Objects/Sound.cgf",
Icon = "AudioAreaEntity.bmp",
},
Properties = {
bEnabled = true,
audioEnvironmentEnvironment = "",
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
fFadeDistance = 5.0,
fEnvironmentDistance = 5.0,
},
fFadeValue = 0.0,
nState = 0, -- 0 = far, 1 = near, 2 = inside
fFadeOnUnregister = 1.0,
hEnvironmentID = nil,
tObstructionType = {},
}
----------------------------------------------------------------------------------------
function AudioAreaEntity:_ActivateOutput(sPortName, value)
if (self.Properties.bEnabled) then
self:ActivateOutput(sPortName, value);
end
end
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function AudioAreaEntity:_UpdateParameters()
-- Set the distances as the very first thing!
self:SetFadeDistance(self.Properties.fFadeDistance);
self:SetEnvironmentFadeDistance(self.Properties.fEnvironmentDistance);
if (self.Properties.bEnabled) then
self.hEnvironmentID = AudioUtils.LookupAudioEnvironmentID(self.Properties.audioEnvironmentEnvironment);
if (self.hEnvironmentID ~= nil) then
self:SetAudioEnvironmentID(self.hEnvironmentID);
end
else
self:SetAudioEnvironmentID(INVALID_AUDIO_ENVIRONMENT_ID);
end
end
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function AudioAreaEntity:_LookupObstructionSwitchIDs()
-- cache the obstruction switch and state IDs
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
end
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function AudioAreaEntity:_SetObstruction()
local nStateIdx = self.Properties.eiSoundObstructionType + 1;
self:SetAudioObstructionCalcType(self.Properties.eiSoundObstructionType, self:GetDefaultAuxAudioProxyID());
if ((self.tObstructionType.hSwitchID ~= nil) and (self.tObstructionType.tStateIDs[nStateIdx] ~= nil)) then
self:SetAudioSwitchState(self.tObstructionType.hSwitchID, self.tObstructionType.tStateIDs[nStateIdx], self:GetDefaultAuxAudioProxyID());
end
end
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function AudioAreaEntity:OnSpawn()
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
end
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function AudioAreaEntity:OnLoad(load)
self.Properties = load.Properties;
self.fFadeOnUnregister = load.fFadeOnUnregister;
self:_SetObstruction();
self.nState = 0;
self.fFadeValue = 0.0;
end
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function AudioAreaEntity:OnPostLoad()
self:_UpdateParameters();
end
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function AudioAreaEntity:OnSave(save)
save.Properties = self.Properties;
save.fFadeOnUnregister = self.fFadeOnUnregister;
end
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function AudioAreaEntity:OnPropertyChange()
self:_UpdateParameters();
if (self.Properties.eiSoundObstructionType < AUDIO_OBSTRUCTION_TYPE_IGNORE) then
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE;
elseif (self.Properties.eiSoundObstructionType > AUDIO_OBSTRUCTION_TYPE_MULTI) then
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_MULTI;
end
self:ResetAudioRtpcValues(self:GetDefaultAuxAudioProxyID());
self:_SetObstruction();
end
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function AudioAreaEntity:CliSrv_OnInit()
self.nState = 0;
self.fFadeValue = 0.0;
self.fFadeOnUnregister = 1.0;
self:SetFlags(ENTITY_FLAG_VOLUME_SOUND, 0);
self:_UpdateParameters();
end
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function AudioAreaEntity:UpdateFadeValue(player, fFade, fDistSq)
if (not(self.Properties.bEnabled) or (fFade == 0.0 and fDistSq == 0.0)) then
if (self.fFadeValue ~= 0.0) then
self:_ActivateOutput("FadeValue", 0.0);
end
self.fFadeValue = 0.0;
do return end;
end
if (self.Properties.fFadeDistance > 0.0) then
if (self.nState == 2) then
if (self.fFadeValue ~= fFade) then
self.fFadeValue = math.abs(fFade);
self:_ActivateOutput("FadeValue", self.fFadeValue);
end
else
local fLocalFade = 1.0 - (math.sqrt(fDistSq) / self.Properties.fFadeDistance);
self.fFadeValue = math.max(0, fLocalFade);
self:_ActivateOutput("FadeValue", self.fFadeValue);
end
end
end
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AudioAreaEntity.Server = {
OnInit = function(self)
self:CliSrv_OnInit();
end,
OnShutDown = function(self)
end,
}
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AudioAreaEntity.Client = {
OnInit = function(self)
self:RegisterForAreaEvents(1);
self:_LookupObstructionSwitchIDs();
self:_SetObstruction();
self:CliSrv_OnInit();
end,
OnShutDown = function(self)
self.nState = 0;
self:RegisterForAreaEvents(0);
end,
OnAudioListenerEnterNearArea = function(self, player, nAreaID, fFade)
if (self.nState == 0) then
self:_SetObstruction();
self:_ActivateOutput("OnFarToNear", true);
elseif (self.nState == 2) then
self:_ActivateOutput("OnInsideToNear", true);
end
self.nState = 1;
self.fFadeValue = 0.0;
self:_ActivateOutput("FadeValue", self.fFadeValue);
end,
OnAudioListenerMoveNearArea = function(self, player, areaId, fFade, fDistsq)
self.nState = 1;
self:UpdateFadeValue(player, fFade, fDistsq);
end,
OnAudioListenerEnterArea = function(self, player, areaId, fFade)
if (self.nState == 0) then
-- possible if the listener is teleported or gets spawned inside the area
-- technically, the listener enters the Near Area and the Inside Area at the same time
-- however, in this case the AreaManager is responsible to first call OnEnterNear and then OnEnter so this is technically circumventing a possible bug :)
self:_SetObstruction();
self:_ActivateOutput("OnFarToNear", true);
end
self.nState = 2;
self.fFadeValue = 1.0;
self:_ActivateOutput("OnNearToInside", true);
self:_ActivateOutput("FadeValue", self.fFadeValue);
end,
OnAudioListenerProceedFadeArea = function(self, player, areaId, fExternalFade)
-- fExternalFade holds the fade value which was calculated by an inner, higher priority area
-- in the AreaManager to fade out the outer sound dependent on the largest fade distance of all attached entities
if (fExternalFade > 0.0) then
self.nState = 2;
self:UpdateFadeValue(player, fExternalFade, 0.0);
else
self:UpdateFadeValue(player, 0.0, 0.0);
end
end,
OnAudioListenerLeaveArea = function(self, player, nAreaID, fFade)
self.nState = 1;
self:_ActivateOutput("OnInsideToNear", true);
end,
OnAudioListenerLeaveNearArea = function(self, player, nAreaID, fFade)
self.nState = 0;
self.fFadeValue = 0.0;
self:_ActivateOutput("OnNearToFar", true);
self:_ActivateOutput("FadeValue", self.fFadeValue);
end,
OnUnBindThis = function(self)
self.nState = 0;
end,
}
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-- Event Handlers
----------------------------------------------------------------------------------------
function AudioAreaEntity:Event_Enable(sender)
self.Properties.bEnabled = true;
self:OnPropertyChange();
end
function AudioAreaEntity:Event_Disable(sender)
self.Properties.bEnabled = false;
self:OnPropertyChange();
end
AudioAreaEntity.FlowEvents =
{
Inputs =
{
Enable = { AudioAreaEntity.Event_Enable, "bool" },
Disable = { AudioAreaEntity.Event_Disable, "bool" },
},
Outputs =
{
FadeValue = "float",
OnFarToNear = "bool",
OnNearToInside = "bool",
OnInsideToNear = "bool",
OnNearToFar = "bool",
},
}