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

331 lines
12 KiB
Lua

----------------------------------------------------------------------------------------------------
--
-- 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
--
--
--
----------------------------------------------------------------------------------------------------
Script.ReloadScript("scripts/Entities/Sound/Shared/AudioUtils.lua");
AudioTriggerSpot = {
type = "AudioTriggerSpot",
Editor = {
Model = "Editor/Objects/Sound.cgf",
Icon = "Sound.bmp",
},
Properties = {
bEnabled = true,
audioTriggerPlayTriggerName = "",
audioTriggerStopTriggerName = "",
bSerializePlayState = true, -- Determines if execution after de-serialization is needed.
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
bPlayOnX = false,
bPlayOnY = false,
bPlayOnZ = false,
fRadiusRandom = 10.0,
bPlayRandom = false,
fMinDelay = 1,
fMaxDelay = 2,
},
hOnTriggerID = nil,
hOffTriggerID = nil,
hCurrentOnTriggerID = nil,
hCurrentOffTriggerID = nil, -- only used in OnPropertyChange()
tObstructionType = {},
bIsHidden = false,
bIsPlaying = false,
bHasMoved = false,
bOriginalEnabled = true,
}
----------------------------------------------------------------------------------------
function AudioTriggerSpot:_LookupTriggerIDs()
self.hOnTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerPlayTriggerName);
self.hOffTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerStopTriggerName);
end
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function AudioTriggerSpot:_LookupObstructionSwitchIDs()
-- cache the obstruction switch and state IDs
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:_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
----------------------------------------------------------------------------------------
function AudioTriggerSpot:_GenerateOffset()
local offset = {x=0,y=0,z=0}
local len = 0
if (self.Properties.bPlayOnX) then
offset.x=randomF(-1,1);
end
if (self.Properties.bPlayOnY) then
offset.y=randomF(-1,1);
end
if (self.Properties.bPlayOnZ) then
offset.z=randomF(-1,1);
end
NormalizeVector(offset);
ScaleVectorInPlace(offset, randomF(0,self.Properties.fRadiusRandom));
return offset;
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:OnSpawn()
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:OnSave(save)
save.Properties = self.Properties;
save.bIsPlaying = self.bIsPlaying;
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:OnLoad(load)
self.Properties = load.Properties;
self.bIsPlaying = load.bIsPlaying;
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:OnPostLoad()
self:_SetObstruction();
self:SetCurrentAudioEnvironments();
if (self.bIsPlaying and self.Properties.bSerializePlayState) then
self.bIsPlaying = false;
self:Play();
else
self.bIsPlaying = false;
end
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:_Init()
self.bIsPlaying = false;
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
self:NetPresent(0);
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot: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:_LookupTriggerIDs();
self:_SetObstruction();
self:SetCurrentAudioEnvironments();
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
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
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function AudioTriggerSpot: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 ATS once upon entering game mode
self:Stop();
self:Play();
else
self.Properties.bEnabled = self.bOriginalEnabled;
end
end
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function AudioTriggerSpot:OnTransformFromEditorDone()
self:SetCurrentAudioEnvironments();
end
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AudioTriggerSpot["Server"] = {
OnInit = function (self)
self:_Init();
end,
OnShutDown = function (self)
end,
}
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AudioTriggerSpot["Client"] = {
----------------------------------------------------------------------------------------
OnInit = function(self)
self:_Init();
self:_LookupTriggerIDs();
self:_LookupObstructionSwitchIDs();
self:_SetObstruction();
self:SetCurrentAudioEnvironments();
self:Play();
end,
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OnShutDown = function(self)
self:StopAll();
end,
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OnSoundDone = function(self, hTriggerID)
if (self.hOnTriggerID == hTriggerID) then
self:ActivateOutput("Done", true);
end
end,
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OnTimer = function(self, timerid, msec)
if (timerid == 0) then
self:Play();
end
end,
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OnHidden = function(self)
self:StopAll();
self.bIsHidden = true;
end,
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OnUnHidden = function(self)
self.bIsHidden = false;
self:Play();
end,
----------------------------------------------------------------------------------------
OnMove = function(self)
self.bHasMoved = true;
end,
}
----------------------------------------------------------------------------------------
function AudioTriggerSpot:Play()
if ((self.hOnTriggerID ~= nil) and (self.Properties.bEnabled) and (not self.bIsHidden)) 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;
if (self.Properties.bPlayRandom) then
self:SetTimer(0, 1000 * randomF(self.Properties.fMinDelay, self.Properties.fMaxDelay));
end
end
end
----------------------------------------------------------------------------------------
function AudioTriggerSpot:Stop()
if (not self.bIsHidden) 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 AudioTriggerSpot: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
------------------------------------------------------------------------------------------------------
-- Event Handlers
------------------------------------------------------------------------------------------------------
function AudioTriggerSpot:Event_Enable(sender)
if (not self.Properties.bEnabled) then
self.Properties.bEnabled = true;
self:Play();
end
--BroadcastEvent(self, "Enable");
end
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function AudioTriggerSpot:Event_Disable(sender)
self:Stop();
self.Properties.bEnabled = false;
--BroadcastEvent(self, "Disable");
end
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AudioTriggerSpot.FlowEvents =
{
Inputs =
{
Enable = { AudioTriggerSpot.Event_Enable, "bool" },
Disable = { AudioTriggerSpot.Event_Disable, "bool" },
},
Outputs =
{
Done = "bool",
},
}