ccl4/blueberryPeak/Assets/Wwise/Timeline/Runtime/AkEventPlayable.cs
AgentSchmisch 9144907a10 ANGST
2025-06-12 18:45:34 +02:00

97 lines
4.0 KiB
C#

#if !(UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
#if !UNITY_2019_1_OR_NEWER
#define AK_ENABLE_TIMELINE
#endif
#if AK_ENABLE_TIMELINE
/*******************************************************************************
The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
Technology released in source code form as part of the game integration package.
The content of this file may not be used without valid licenses to the
AUDIOKINETIC Wwise Technology.
Note that the use of the game engine is subject to the Unity(R) Terms of
Service at https://unity3d.com/legal/terms-of-service
License Usage
Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
this file in accordance with the end user license agreement provided with the
software or, alternatively, in accordance with the terms contained
in a written agreement between you and Audiokinetic Inc.
Copyright (c) 2025 Audiokinetic Inc.
*******************************************************************************/
/// @brief A playable asset containing a Wwise event that can be placed within a \ref AkEventTrack in a timeline.
/// @details Use this class to play Wwise events from a timeline and synchronise them to the animation. Events will be emitted from the GameObject that is bound to the AkEventTrack. Use the overrideTrackEmitterObject option to choose a different GameObject from which to emit the Wwise event.
/// \sa
/// - \ref AkEventTrack
/// - \ref AkEventPlayableBehavior
[System.Obsolete(AkUnitySoundEngine.Deprecation_2019_2_0)]
public class AkEventPlayable : UnityEngine.Playables.PlayableAsset, UnityEngine.Timeline.ITimelineClipAsset
{
public AK.Wwise.Event akEvent = new AK.Wwise.Event();
[UnityEngine.SerializeField]
private AkCurveInterpolation blendInCurve = AkCurveInterpolation.AkCurveInterpolation_Linear;
[UnityEngine.SerializeField]
private AkCurveInterpolation blendOutCurve = AkCurveInterpolation.AkCurveInterpolation_Linear;
[UnityEngine.SerializeField]
private UnityEngine.ExposedReference<UnityEngine.GameObject> emitterObjectRef;
public float eventDurationMax = -1f;
public float eventDurationMin = -1f;
[System.NonSerialized]
public UnityEngine.Timeline.TimelineClip owningClip;
[UnityEngine.SerializeField]
private bool retriggerEvent = false;
public bool UseWwiseEventDuration = true;
[UnityEngine.SerializeField]
private bool StopEventAtClipEnd = true;
UnityEngine.Timeline.ClipCaps UnityEngine.Timeline.ITimelineClipAsset.clipCaps
{
get { return UnityEngine.Timeline.ClipCaps.Looping | UnityEngine.Timeline.ClipCaps.Blending; }
}
public override UnityEngine.Playables.Playable CreatePlayable(UnityEngine.Playables.PlayableGraph graph, UnityEngine.GameObject owner)
{
var playable = UnityEngine.Playables.ScriptPlayable<AkEventPlayableBehavior>.Create(graph);
var eventObject = emitterObjectRef.Resolve(graph.GetResolver());
if (eventObject == null)
eventObject = owner;
if (eventObject == null || akEvent == null)
return playable;
var b = playable.GetBehaviour();
b.akEvent = akEvent;
b.blendInCurve = blendInCurve;
b.blendOutCurve = blendOutCurve;
if (owningClip != null)
{
b.easeInDuration = (float)owningClip.easeInDuration;
b.easeOutDuration = (float)owningClip.easeOutDuration;
b.blendInDuration = (float)owningClip.blendInDuration;
b.blendOutDuration = (float)owningClip.blendOutDuration;
}
else
b.easeInDuration = b.easeOutDuration = b.blendInDuration = b.blendOutDuration = 0;
b.retriggerEvent = retriggerEvent;
b.StopEventAtClipEnd = StopEventAtClipEnd;
b.eventObject = eventObject;
b.overrideTrackEmitterObject = eventObject != null;
b.eventDurationMin = eventDurationMin;
b.eventDurationMax = eventDurationMax;
return playable;
}
}
#endif // AK_ENABLE_TIMELINE
#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.