380 lines
11 KiB
Plaintext
380 lines
11 KiB
Plaintext
// working_directory on android is "assets/" which makes SDL freak out.
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function GetPathPrepend()
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{
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if (os_type != os_android) return working_directory;
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else return "";
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}
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// StaticSounds are usually short and intended to be played multiple times.
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// All of the sound data lives in memory for as long as the StaticSound exists.
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// Playing a StaticSound returns a SoundInstance.
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function LoadStaticSound(filename)
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{
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var filePath = GetPathPrepend() + "audio/static/" + filename;
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var staticSoundID = FAudioGMS_StaticSound_LoadWAV(filePath);
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return new StaticSound(staticSoundID);
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}
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function StaticSound(_staticSoundID) constructor
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{
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staticSoundID = _staticSoundID;
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// Create a sound instance from this static sound.
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static CreateSoundInstance = function()
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{
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var instanceID = FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID);
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var instance = new SoundInstance(instanceID);
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return instance;
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}
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// Plays and returns a sound instance!
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// MUST be destroyed when you aren't referencing it any more or you will leak memory!
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static Play = function(pan = 0, pitch = 1, volume = 1, loop = false, loopStartInMilliseconds = 0, loopEndInMilliseconds = 0)
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{
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var instanceID = FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID);
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var instance = new SoundInstance(instanceID);
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instance.SetLoop(loop);
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if (loop)
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{
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instance.SetPlayRegion(loopStartInMilliseconds, loopEndInMilliseconds);
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}
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instance.SetPan(pan);
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instance.SetPitch(pitch);
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instance.SetVolume(volume);
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instance.Play();
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return instance;
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}
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// Automatically destroys the SoundInstance when playback is finished.
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// Does NOT return an instance!
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static PlayOneOff = function(pan = 0, pitch = 1, volume = 1)
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{
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var instance = Play(pan, pitch, volume, false);
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instance.DestroyWhenFinished();
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}
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// Plays and returns a sound instance!
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// MUST be destroyed when you aren't referencing it any more or you will leak memory!
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static PlaySpatial = function(xPosition, yPosition, zPosition, pitch = 1, volume = 1, loop = false)
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{
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var instanceID = FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID);
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var instance = new SoundInstance(instanceID);
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instance.SetLoop(loop);
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instance.Set3DPosition(xPosition, yPosition, zPosition);
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instance.SetPitch(pitch);
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instance.SetVolume(volume);
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instance.Play(loop);
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return instance;
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}
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// Automatically destroys the SoundInstance when playback is finished.
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// Does NOT return an instance!
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static PlaySpatialOneOff = function(xPosition, yPosition, zPosition, pitch = 1, volume = 1)
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{
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var instance = PlaySpatial(xPosition, yPosition, zPosition, pitch, volume, false);
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instance.DestroyWhenFinished();
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}
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// Destroys the FAudioGMS static sound.
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// If you use the StaticSound after calling this function, you are going to have a bad time.
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// If you call this while there are still instances of the StaticSound, you are going to have a bad time.
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static Destroy = function()
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{
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FAudioGMS_StaticSound_Destroy(staticSoundID);
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}
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}
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// StreamingSounds are longer and usually only one copy is played at a time.
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// The audio is streamed off the disk, so only a small amount of memory is used at a time.
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// Good for things like music or voiceover playback.
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// Note that StreamingSounds are SoundInstances.
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function LoadStreamingSound(filename, bufferSizeInBytes = 0)
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{
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var filePath = GetPathPrepend() + "audio/streaming/" + filename;
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soundInstanceID = FAudioGMS_StreamingSound_LoadOGG(filePath, bufferSizeInBytes);
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return new SoundInstance(soundInstanceID);
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}
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function SoundInstance(_soundInstanceID) constructor
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{
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soundInstanceID = _soundInstanceID;
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// Plays the sound or resumes from pause.
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static Play = function()
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{
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FAudioGMS_SoundInstance_Play(soundInstanceID);
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}
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// Pauses playback.
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static Pause = function()
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{
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FAudioGMS_SoundInstance_Pause(soundInstanceID);
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}
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// Stops playback completely. If Play is called it will resume from the beginning of the sound.
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static Stop = function()
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{
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FAudioGMS_SoundInstance_Stop(soundInstanceID);
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}
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// Sets the 3-dimensional position of the sound. You probably want to use SetListenerPosition too.
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static Set3DPosition = function(xPosition, yPosition, zPosition)
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{
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FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, xPosition, yPosition, zPosition);
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}
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// Sets the 3-dimensional velocity of the sound. You probably want to use SetListenerVelocity too.
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static Set3DVelocity = function(xVelocity, yVelocity, zVelocity)
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{
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FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity);
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}
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// Sets the 3-dimensional orientation of the sound.
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static Set3DOrientation = function(xFront, yFront, zFront, xTop, yTop, zTop)
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{
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FAudioGMS_SoundInstance_Set3DOrientation(soundInstanceID, xFront, yFront, zFront, xTop, yTop, zTop);
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}
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// Sets whether the sound instance loops (true) or does not (false).
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static SetLoop = function(loop)
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{
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FAudioGMS_SoundInstance_SetLoop(soundInstanceID, loop);
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}
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// Sets the panning value of the sound. -1 is farthest left, 1 is farthest right, 0 is center.
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// NOTE: This is ignored if you have called Set3DPosition.
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static SetPan = function(pan)
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{
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FAudioGMS_SoundInstance_SetPan(soundInstanceID, pan);
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}
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// Sets the pitch of the sound. Default is 1. Lower than 1 is pitched down, higher than 1 is pitched up.
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static SetPitch = function(pitch)
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{
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FAudioGMS_SoundInstance_SetPitch(soundInstanceID, pitch);
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}
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// Sets the volume of the sound. Default is 1. Lower than 1 is quieter, greater than 1 is louder.
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// If you set the milliseconds value then this will fade over time.
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static SetVolume = function(volume, milliseconds = 0)
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{
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if (milliseconds > 0)
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{
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FAudioGMS_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds);
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}
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else
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{
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FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume);
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}
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}
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// Sets the position of track playback.
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static SetTrackPosition = function(seconds)
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{
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FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, seconds);
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}
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// Queues this sound instance for playing in sync.
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static QueueSyncPlay = function()
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{
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FAudioGMS_SoundInstance_QueueSyncPlay(soundInstanceID);
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}
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// Sets the playback region for the sound instance.
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static SetPlayRegion = function(loopStartInMilliseconds, loopEndInMilliseconds)
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{
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FAudioGMS_SoundInstance_SetPlayRegion(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds);
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}
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// Sets a low pass filter on the sound.
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// frequency: 0.0 <-> 1.0. 1.0 means all sound gets through.
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// Q: set this to 1 unless you know what you're doing
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static SetLowPassFilter = function(frequency, Q = 1.0)
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{
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FAudioGMS_SoundInstance_SetLowPassFilter(soundInstanceID, frequency, Q);
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}
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// Sets a high pass filter on the sound.
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// frequency: 0.0 <-> 1.0. 0.0 means all sound gets through.
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// Q: set this to 1 unless you know what you're doing
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static SetHighPassFilter = function(frequency, Q = 1.0)
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{
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FAudioGMS_SoundInstance_SetHighPassFilter(soundInstanceID, frequency, Q);
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}
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// Sets a band pass filter ont he sound.
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// frequency: 0.0 <-> 1.0
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// Q: set this to 1 unless you know what you're doing
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static SetBandPassFilter = function(frequency, Q = 1.0)
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{
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FAudioGMS_SoundInstance_SetBandPassFilter(soundInstanceID, frequency, Q);
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}
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// Sets an effect chain on the sound.
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// Gain is how much the effect chain "affects" the sound. 1.0 is max.
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// NOTE: Any changes to the effect chain will NOT apply automatically after this is set!
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// You MUST call this function again if you want changed parameters to apply!
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static SetEffectChain = function(effectChain, gain)
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{
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FAudioGMS_SoundInstance_SetEffectChain(soundInstanceID, effectChain.effectChainID, gain);
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}
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// Sets the effect gain of the current effect chain.
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// Does nothing if no effect chain is set.
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static SetEffectGain = function(gain)
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{
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FAudioGMS_SoundInstance_SetEffectGain(soundInstanceID, gain);
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}
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static QueueSoundInstance = function(queueSoundInstance)
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{
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FAudioGMS_SoundInstance_QueueSoundInstance(soundInstanceID, queueSoundInstance.soundInstanceID);
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}
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// Gets the pitch of the sound.
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static GetPitch = function()
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{
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return FAudioGMS_SoundInstance_GetPitch(soundInstanceID);
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}
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// Gets the volume of the sound.
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static GetVolume = function()
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{
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return FAudioGMS_SoundInstance_GetVolume(soundInstanceID);
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}
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// Gets the total length of the track.
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static GetTrackLengthInSeconds = function()
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{
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return FAudioGMS_SoundInstance_GetTrackLengthInSeconds(soundInstanceID);
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}
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// Gets the current track position.
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static GetTrackPositionInSeconds = function()
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{
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return FAudioGMS_SoundInstance_GetTrackPositionInSeconds(soundInstanceID);
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}
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// Destroys the FAudioGMS sound instance.
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// If you use the SoundInstance after calling this you are going to have a bad time.
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static Destroy = function()
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{
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FAudioGMS_SoundInstance_Destroy(soundInstanceID);
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}
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// Sets the FAudioGMS sound instance to destroy itself when playback is done.
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// Calling this on a looping sound is not a good idea.
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// If you use the SoundInstance after calling this you might have a bad time.
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static DestroyWhenFinished = function()
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{
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FAudioGMS_SoundInstance_DestroyWhenFinished(soundInstanceID);
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}
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SetPan(0);
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SetPitch(1);
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SetVolume(1);
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}
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// Plays the sound instance queue.
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function SyncPlay()
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{
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FAudioGMS_SoundInstance_SyncPlay();
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}
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// Effect chains allow you to modify sound playback using audio effects.
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// Right now only reverb is implemented, but more effects will probably come later.
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function EffectChain() constructor
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{
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effectChainID = FAudioGMS_EffectChain_Create();
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// Adds a reverb effect to the effect chain.
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static AddReverb = function(
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wetDryMix,
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reflectionsDelay,
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reverbDelay,
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earlyDiffusion,
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lateDiffusion,
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lowEQGain,
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lowEQCutoff,
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highEQGain,
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highEQCutoff,
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reflectionsGain,
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reverbGain,
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decayTime,
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density,
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roomSize
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) {
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FAudioGMS_EffectChain_AddReverb(
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effectChainID,
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wetDryMix,
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reflectionsDelay,
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reverbDelay,
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earlyDiffusion,
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lateDiffusion,
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lowEQGain,
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lowEQCutoff,
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highEQGain,
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highEQCutoff,
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reflectionsGain,
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reverbGain,
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decayTime,
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density,
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roomSize
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);
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}
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// Adds a default reverb effect to the effect chain.
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// This is a good place to start if you don't know what all the reverb params do.
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static AddDefaultReverb = function()
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{
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FAudioGMS_EffectChain_AddReverb(
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effectChainID,
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100,
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7,
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11,
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15,
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15,
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8,
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4,
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8,
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6,
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-26,
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10,
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1.49,
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100,
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100
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);
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}
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// Destroys the FAudioGMS effect chain.
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// If you use the EffectChain after calling this you are going to have a bad time.
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static Destroy = function()
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{
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FAudioGMS_EffectChain_Destroy(effectChainID);
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}
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}
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// Sets the position of the listener for 3D audio.
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function SetListenerPosition(xPosition, yPosition, zPosition)
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{
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FAudioGMS_SetListenerPosition(xPosition, yPosition, zPosition);
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}
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// Sets the velocity of the listener for 3D audio.
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function SetListenerVelocity(xVelocity, yVelocity, zVelocity)
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{
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FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity);
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}
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// Sets the orientation of the listener for 3D audio.
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function SetListenerOrientation(xFront, yFront, zFront, xTop, yTop, zTop)
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{
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FAudioGMS_SetListenerOrientation(xFront, yFront, zFront, xTop, yTop, zTop);
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}
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// Stops all audio playback.
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function StopAllAudio()
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{
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FAudioGMS_StopAll();
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}
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