update audio + switch to wwise
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#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
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/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unity(R) Terms of
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Service at https://unity3d.com/legal/terms-of-service
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2024 Audiokinetic Inc.
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*******************************************************************************/
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[UnityEngine.AddComponentMenu("Wwise/AkBank")]
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[UnityEngine.ExecuteInEditMode]
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[UnityEngine.DefaultExecutionOrder(-75)]
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/// @brief Loads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified moment using the decode compressed data option. In that case, the SoundBank will be prepared.
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public class AkBank : AkTriggerHandler
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#if UNITY_EDITOR
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, AK.Wwise.IMigratable
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#endif
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{
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public AK.Wwise.Bank data = new AK.Wwise.Bank();
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/// Decode this SoundBank upon load
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public bool decodeBank = false;
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public bool overrideLoadSetting = false;
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/// Check this to load the SoundBank in the background. Be careful, if Events are triggered and the SoundBank hasn't finished loading, you'll have "Event not found" errors.
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public bool loadAsynchronous = false;
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/// Save the decoded SoundBank to disk for faster loads in the future
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public bool saveDecodedBank = false;
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/// Reserved.
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public System.Collections.Generic.List<int> unloadTriggerList =
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new System.Collections.Generic.List<int> { DESTROY_TRIGGER_ID };
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protected override void Awake()
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{
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#if UNITY_EDITOR
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if (UnityEditor.BuildPipeline.isBuildingPlayer || AkUtilities.IsMigrating)
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{
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return;
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}
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var reference = AkWwiseTypes.DragAndDropObjectReference;
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if (reference)
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{
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UnityEngine.GUIUtility.hotControl = 0;
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data.ObjectReference = reference;
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}
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AkSoundEngineInitialization.Instance.initializationDelegate += HandleEvent;
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#endif
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base.Awake();
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RegisterTriggers(unloadTriggerList, UnloadBank);
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}
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#if UNITY_EDITOR
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public override void OnEnable()
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{
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if (UnityEditor.BuildPipeline.isBuildingPlayer)
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{
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return;
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}
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if (!UnityEditor.EditorApplication.isPlaying)
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{
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HandleEvent();
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}
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base.OnEnable();
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}
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#endif
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protected override void Start()
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{
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#if UNITY_EDITOR
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if (UnityEditor.BuildPipeline.isBuildingPlayer || AkUtilities.IsMigrating)
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{
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return;
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}
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#endif
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base.Start();
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//Call the UnloadBank function if registered to the Start Trigger
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if (unloadTriggerList.Contains(START_TRIGGER_ID))
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{
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UnloadBank(null);
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}
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}
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/// Loads the SoundBank
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public override void HandleEvent(UnityEngine.GameObject in_gameObject)
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{
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bool asyncResult = loadAsynchronous;
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if(!overrideLoadSetting)
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{
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asyncResult = AkWwiseInitializationSettings.ActivePlatformSettings.LoadBanksAsynchronously;
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}
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if (asyncResult)
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{
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data.LoadAsync();
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}
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else
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{
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data.Load(decodeBank, saveDecodedBank);
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}
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}
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private void HandleEvent()
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{
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HandleEvent(gameObject);
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}
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/// Unloads a SoundBank
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public void UnloadBank(UnityEngine.GameObject in_gameObject)
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{
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data.Unload();
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}
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protected override void OnDestroy()
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{
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#if UNITY_EDITOR
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if (UnityEditor.BuildPipeline.isBuildingPlayer || AkUtilities.IsMigrating)
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{
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return;
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}
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AkSoundEngineInitialization.Instance.initializationDelegate -= HandleEvent;
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#endif
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base.OnDestroy();
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UnregisterTriggers(unloadTriggerList, UnloadBank);
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}
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#region Obsolete
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[System.Obsolete(AkSoundEngine.Deprecation_2018_1_6)]
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public string bankName { get { return data == null ? string.Empty : data.Name; } }
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[System.Obsolete(AkSoundEngine.Deprecation_2018_1_6)]
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public byte[] valueGuid
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{
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get
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{
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if (data == null)
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return null;
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var objRef = data.ObjectReference;
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return !objRef ? null : objRef.Guid.ToByteArray();
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}
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}
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#endregion
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#region WwiseMigration
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#pragma warning disable 0414 // private field assigned but not used.
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[UnityEngine.HideInInspector]
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[UnityEngine.SerializeField]
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[UnityEngine.Serialization.FormerlySerializedAs("bankName")]
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private string bankNameInternal;
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[UnityEngine.HideInInspector]
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[UnityEngine.SerializeField]
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[UnityEngine.Serialization.FormerlySerializedAs("valueGuid")]
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private byte[] valueGuidInternal;
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#pragma warning restore 0414 // private field assigned but not used.
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#if UNITY_EDITOR
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bool AK.Wwise.IMigratable.Migrate(UnityEditor.SerializedObject obj)
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{
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if (!AkUtilities.IsMigrationRequired(AkUtilities.MigrationStep.WwiseTypes_v2018_1_6))
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return false;
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return AK.Wwise.TypeMigration.ProcessSingleGuidType(obj.FindProperty("data.WwiseObjectReference"), WwiseObjectType.Soundbank,
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obj.FindProperty("valueGuidInternal"), obj.FindProperty("bankNameInternal"));
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}
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#endif
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#endregion
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}
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#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
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