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https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
94 lines
2.0 KiB
C#
94 lines
2.0 KiB
C#
using Sandbox.Audio;
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namespace Sandbox;
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/// <summary>
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/// Apply DSP to mixer when listener is inside a DspVolume
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/// </summary>
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[Expose]
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sealed class DspVolumeGameSystem : GameObjectSystem<DspVolumeGameSystem>
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{
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public DspVolumeGameSystem( Scene scene ) : base( scene )
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{
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Listen( Stage.FinishUpdate, 0, Update, "Dsp Update" );
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}
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public override void Dispose()
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{
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base.Dispose();
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var gameMixer = Mixer.FindMixerByName( "Game" );
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if ( gameMixer is null ) return;
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foreach ( var processor in _entries.Values )
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{
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gameMixer.RemoveProcessor( processor.processor );
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}
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}
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HashSet<string> _active { get; set; }
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record class Entry( DspProcessor processor, bool active );
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Dictionary<string, Entry> _entries = new();
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void Update()
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{
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if ( Scene.IsEditor )
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return;
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var gameMixer = Mixer.FindMixerByName( "Game" );
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if ( gameMixer is null ) return;
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int lastPriority = int.MinValue;
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string found = default;
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foreach ( var volume in Scene.Volumes.FindAll<DspVolume>( Sound.Listener.Position ) )
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{
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int priority = volume.Priority;
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if ( priority < lastPriority )
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continue;
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lastPriority = priority;
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found = volume.Dsp.Name;
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}
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if ( !string.IsNullOrWhiteSpace( found ) && !_entries.ContainsKey( found ) )
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{
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var processor = new DspProcessor();
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processor.Effect = found;
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processor.Mix = 0;
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gameMixer.AddProcessor( processor );
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_entries[found] = new Entry( processor, true );
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}
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foreach ( var entry in _entries )
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{
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var mixTarget = found == entry.Key ? 1 : 0;
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entry.Value.processor.Mix = entry.Value.processor.Mix.Approach( mixTarget, Time.Delta );
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}
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foreach ( var entry in _entries.Where( x => x.Value.processor.Mix <= 0 ).ToArray() )
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{
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gameMixer.RemoveProcessor( entry.Value.processor );
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_entries.Remove( entry.Key );
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}
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}
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private void TryAdd( string name )
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{
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if ( _active.Contains( name ) ) return;
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_active.Add( name );
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}
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private void TryRemove( string name )
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{
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if ( !_active.Contains( name ) ) return;
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_active.Remove( name );
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}
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}
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