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

383 lines
14 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 ambience entity - to be attached to an area
-- used for convenient implementation of area based audio ambiences
AudioAreaRandom = {
type = "AudioAreaRandom",
Editor = {
Model = "Editor/Objects/Sound.cgf",
Icon = "AudioAreaRandom.bmp",
},
Properties = {
bEnabled = true,
bMoveWithEntity = false,
audioTriggerPlayTrigger = "",
audioTriggerStopTrigger = "",
audioRTPCRtpc = "",
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
fRtpcDistance = 5.0,
fRadiusRandom = 10.0,
fMinDelay = 1,
fMaxDelay = 2,
},
fFadeValue = 0.0,
nState = 0, -- 0 = far, 1 = near, 2 = inside
hOnTriggerID = nil,
hOffTriggerID = nil,
hCurrentOnTriggerID = nil,
hCurrentOffTriggerID = nil, -- only used in OnPropertyChange()
hRtpcID = nil,
tObstructionType = {},
bIsHidden = false,
bIsPlaying = false,
bHasMoved = false,
bOriginalEnabled = true,
}
----------------------------------------------------------------------------------------
function AudioAreaRandom:_LookupControlIDs()
self.hOnTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerPlayTrigger);
self.hOffTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerStopTrigger);
self.hRtpcID = AudioUtils.LookupRtpcID(self.Properties.audioRTPCRtpc);
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:_LookupObstructionSwitchIDs()
-- cache the obstruction switch and state IDs
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:_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 AudioAreaRandom:_UpdateParameters()
self:SetFadeDistance(self.Properties.fRtpcDistance);
end
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function AudioAreaRandom:_UpdateRtpc()
if (self.hRtpcID ~= nil) then
self:SetAudioRtpcValue(self.hRtpcID, self.fFadeValue, self:GetDefaultAuxAudioProxyID());
end
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:_GenerateOffset()
local offset = {x = 0, y = 0, z = 0}
offset.x = randomF(-1, 1);
offset.y = randomF(-1, 1);
NormalizeVector(offset);
ScaleVectorInPlace(offset, randomF(0, self.Properties.fRadiusRandom));
return offset;
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:OnSpawn()
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:OnLoad(load)
self.Properties = load.Properties;
self.fFadeValue = load.fFadeValue;
self.nState = 0; -- We start out being far, in a subsequent update we will determine our actual state!
self:_SetObstruction();
end
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function AudioAreaRandom:OnPostLoad()
self:_UpdateParameters();
end
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function AudioAreaRandom:OnSave(save)
save.Properties = self.Properties;
save.fFadeValue = self.fFadeValue;
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:OnPropertyChange()
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:_LookupControlIDs();
self:_UpdateParameters();
self:_SetObstruction();
self:ResetAudioRtpcValues(self:GetDefaultAuxAudioProxyID());
self:SetCurrentAudioEnvironments();
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
self:AuxAudioProxiesMoveWithEntity(self.Properties.bMoveWithEntity);
if ((self.bIsPlaying) and (self.hCurrentOnTriggerID ~= self.hOnTriggerID)) then
-- Stop a possibly playing instance if the on-trigger changed!
self:StopAudioTrigger(self.hCurrentOnTriggerID, self:GetDefaultAuxAudioProxyID());
self.hCurrentOnTriggerID = self.hOnTriggerID;
self.bIsPlaying = false;
self.bHasMoved = false;
self:KillTimer(0);
end
if (not self.bIsPlaying) then
-- Try to play, if disabled, hidden or invalid on-trigger Play() will fail!
self:Play();
end
if (not self.Properties.bEnabled and ((self.bOriginalEnabled) or (self.hCurrentOffTriggerID ~= self.hOffTriggerID))) then
self.hCurrentOffTriggerID = self.hOffTriggerID;
self:Stop(); -- stop if disabled, either stops running StartTrigger or executes StopTrigger!
end
self.bOriginalEnabled = self.Properties.bEnabled;
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:OnReset(bToGame)
if (bToGame) then
-- store the entity's "bEnabled" property's value so we can adjust back to it if changed over the course of the game
self.bOriginalEnabled = self.Properties.bEnabled;
-- re-execute this AAR once upon entering game mode
self:Stop();
self:Play();
else
self.Properties.bEnabled = self.bOriginalEnabled;
end
end
----------------------------------------------------------------------------------------
function AudioAreaRandom:Play()
if ((self.Properties.bEnabled) and (not self.bIsHidden) and ((self.nState == 1) or (self.nState == 2))) then
if (self.hOnTriggerID ~= nil) then
local offset = self:_GenerateOffset();
if (LengthSqVector(offset) > 0.00001) then-- offset is longer than 1cm
self:SetAudioProxyOffset(offset, self:GetDefaultAuxAudioProxyID());
self:SetCurrentAudioEnvironments();
elseif (self.bHasMoved) then
self:SetCurrentAudioEnvironments();
end
self:ExecuteAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
self.bIsPlaying = true;
self.bHasMoved = false;
self.hCurrentOnTriggerID = self.hOnTriggerID;
self:SetTimer(0, 1000 * randomF(self.Properties.fMinDelay, self.Properties.fMaxDelay));
end
end
end
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function AudioAreaRandom:Stop()
if ((self.Properties.bEnabled) and (not self.bIsHidden) and ((self.nState == 1) or (self.nState == 2))) then
-- Cannot check against "self.bIsPlaying" otherwise we won't execute the StopTrigger if there's no StartTrigger set!
if (self.hOffTriggerID ~= nil) then
local offset = self:_GenerateOffset();
if (LengthSqVector(offset) > 0.00001) then-- offset is longer than 1cm
self:SetAudioProxyOffset(offset, self:GetDefaultAuxAudioProxyID());
self:SetCurrentAudioEnvironments();
elseif (self.bHasMoved) then
self:SetCurrentAudioEnvironments();
end
self:ExecuteAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
elseif (self.hOnTriggerID ~= nil) then
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
end
end
self.bIsPlaying = false;
self.bHasMoved = false;
self:KillTimer(0);
end
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function AudioAreaRandom:StopAll()
if (self.hOnTriggerID ~= nil) then
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
end
if (self.hOffTriggerID ~= nil) then
self:StopAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
end
self.bIsPlaying = false;
self:KillTimer(0);
end
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function AudioAreaRandom:CliSrv_OnInit()
self.nState = 0;
self.fFadeValue = 0.0;
self:SetFlags(ENTITY_FLAG_VOLUME_SOUND, 0);
self:_UpdateParameters();
self.bIsPlaying = false;
self:NetPresent(0);
self:AuxAudioProxiesMoveWithEntity(self.Properties.bMoveWithEntity);
end
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function AudioAreaRandom:UpdateFadeValue(player, fFade, fDistSq)
if (not(self.Properties.bEnabled) or (fFade == 0.0 and fDistSq == 0.0)) then
self.fFadeValue = 0.0;
self:_UpdateRtpc();
do return end;
end
if (self.Properties.fRtpcDistance > 0.0) then
if (self.nState == 2) then
if (self.fFadeValue ~= fFade) then
self.fFadeValue = math.abs(fFade);
self:_UpdateRtpc();
end
else
local fLocalFade = 1.0 - (math.sqrt(fDistSq) / self.Properties.fRtpcDistance);
self.fFadeValue = math.max(0, fLocalFade);
self:_UpdateRtpc();
end
end
end
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AudioAreaRandom.Server = {
OnInit = function(self)
self:CliSrv_OnInit();
end,
OnShutDown = function(self)
end,
}
----------------------------------------------------------------------------------------
AudioAreaRandom.Client = {
OnInit = function(self)
self:RegisterForAreaEvents(1);
self:_LookupControlIDs();
self:_LookupObstructionSwitchIDs();
self:_SetObstruction();
self:CliSrv_OnInit();
end,
OnShutDown = function(self)
self:StopAll();
self.nState = 0;
self:RegisterForAreaEvents(0);
end,
OnHidden = function(self)
self:StopAll();
self.bIsHidden = true;
end,
OnUnHidden = function(self)
self.bIsHidden = false;
self:Play();
end,
OnAudioListenerEnterNearArea = function(self, player, nAreaID, fFade)
if (self.nState == 0) then
self.nState = 1;
self:Play();
self.fFadeValue = 0.0;
self:_UpdateRtpc();
end
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
self.nState = 2;
self:Play();
else
self.nState = 2;
end
self.fFadeValue = 1.0;
self:_UpdateRtpc();
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;
end,
OnAudioListenerLeaveNearArea = function(self, player, nAreaID, fFade)
self:Stop();
self.nState = 0;
self.fFadeValue = 0.0;
self:_UpdateRtpc();
end,
OnUnBindThis = function(self)
self.nState = 0;
end,
OnTimer = function(self, timerid, msec)
if (timerid == 0) then
self:Play();
end
end,
OnMove = function(self)
self.bHasMoved = true;
end,
}
----------------------------------------------------------------------------------------
-- Event Handlers
----------------------------------------------------------------------------------------
function AudioAreaRandom:Event_Enable(sender)
self.Properties.bEnabled = true;
self:OnPropertyChange();
end
function AudioAreaRandom:Event_Disable(sender)
self.Properties.bEnabled = false;
self:OnPropertyChange();
end
AudioAreaRandom.FlowEvents =
{
Inputs =
{
Enable = { AudioAreaRandom.Event_Enable, "bool" },
Disable = { AudioAreaRandom.Event_Disable, "bool" },
},
}