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/AkWwiseTrigger")]
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[UnityEngine.ExecuteInEditMode]
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/// @brief This will call \c AkSoundEngine.PostTrigger() whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it.
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/// \sa
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/// - <a href="https://www.audiokinetic.com/en/library/edge/?source=Help&id=working_with_triggers_overview" target="_blank">Working with Triggers > Overview</a> (Note: This is described in the Wwise SDK documentation.)
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public class AkWwiseTrigger : AkDragDropTriggerHandler
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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.Trigger data = new AK.Wwise.Trigger();
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protected override AK.Wwise.BaseType WwiseType { get { return data; } }
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protected override void Awake()
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{
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base.Awake();
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#if UNITY_EDITOR
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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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#endif
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}
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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 || !UnityEditor.EditorApplication.isPlaying)
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return;
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#endif
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base.Start();
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}
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public override void HandleEvent(UnityEngine.GameObject in_gameObject)
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{
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var gameObj = useOtherObject && in_gameObject != null ? in_gameObject : gameObject;
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data.Post(gameObj);
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}
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#region WwiseMigration
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#if UNITY_EDITOR
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public virtual bool Migrate(UnityEditor.SerializedObject obj)
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{
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//Didn't exist before, so no migration step as of yet
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return true;
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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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