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* DSP Volumes now use the TargetMixer instead of being hardcoded to the "Game" mixer * Don't early return, and allow the same preset across different mixers
87 lines
2.0 KiB
C#
87 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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foreach ( var entry in _entries.Values )
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{
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entry.mixerHandle.Get()?.RemoveProcessor( entry.processor );
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}
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}
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record class Entry( DspProcessor processor, MixerHandle mixerHandle );
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Dictionary<(string effect, MixerHandle mixer), Entry> _entries = new();
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internal static bool IsActive { get; private set; }
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void Update()
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{
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using var _ = PerformanceStats.Timings.Audio.Scope();
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if ( Scene.IsEditor )
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return;
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int lastPriority = int.MinValue;
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string found = default;
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MixerHandle foundMixer = 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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foundMixer = volume.TargetMixer;
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}
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IsActive = !string.IsNullOrWhiteSpace( found );
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var activeKey = (found, foundMixer);
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if ( !string.IsNullOrWhiteSpace( found ) && !_entries.ContainsKey( activeKey ) )
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{
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var mixer = foundMixer.Get() ?? Mixer.FindMixerByName( "Game" );
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if ( mixer is not null )
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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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mixer.AddProcessor( processor );
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_entries[activeKey] = new Entry( processor, foundMixer );
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}
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}
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foreach ( var entry in _entries )
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{
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var mixTarget = entry.Key == activeKey ? 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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entry.Value.mixerHandle.Get()?.RemoveProcessor( entry.Value.processor );
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_entries.Remove( entry.Key );
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}
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}
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}
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