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class SoundEffectsSubsystem extends IGEffectsSystem.EffectsSubsystem implements Engine.IInterestedActorDestroyed config(SoundEffects) native; // ============================================================================= // SoundEffectsSubsystem // // // The SoundEffectsSubsystem is the manager class for the sound system. It contains the public // interface that the EffectsSystem deals with. Most of the functionality is handled in native // code, except for overriden script functions from the base class, EffectsSubsystem, though these // are kept small and generally rely on native functions anyway. This class has the responsibility // of creating and maintaining the list of currently playing soundinstances. // // ============================================================================== // Constants const kMaxSounds = 80; const kMaxInstances = 80; const kNoTime = 1000000000.0; // ============================================================================== // Variables // ============================================================================== // SoundInstanceBank is an ActorBank which handles pooling soundinstances that are no longer in the // CurrentSounds array. Each sound currently playing has a corresponding SoundInstance that encapsulates // the instance data, and handles updating the sound. When a new sound plays, a SoundInstance is withdrawn // from the SoundInstanceBank and added to the CurrentSounds array. When a sound stops, it is removed from // the CurrentSounds and deposited into the SoundInstanceBank. Note: SoundInstances perform no updating // functionality while in the SoundInstanceBank. var private transient ActorBank SoundInstanceBank; // Bank of unused SoundInstances. var private transient array<SoundInstance> CurrentSounds; // Currently playing SoundInstances. // State flags.... var private bool bSoundsArePaused; // Whether all sounds are paused var private bool GameStarted; // Whether the game has started or not var private config bool bDebugSounds; // Whether we should log out all sorts of debug info. // Native functions... // Tell the sound system that the give sound will loop native static function SetNativeLooping (Level inSoundLevel, sound inSound); // Return a debug string describing the state of the sound system native final function string GetSoundDebugText (); // Stopping sound functionality.... native final function bool StopSound(Actor Source, Sound Sound); // Stop all SoundInstances being played on the given actor native final function StopMySchemas (Actor inSource); // Stop all SoundInstances being played currently native final function StopAllSchemas(); // Stop all looping schemas that the specified actor is playing native final function StopMyLoopingSchemas(Actor inSource); // Returns if the given specification is playing on the given actor native final function bool IsSchemaPlaying (Actor inSource, name SpecificationName); // These private functions handle instance creation/deletion/updating. native private final function bool CanStartInstance(SoundInstance inInstance); native private final function KillInstance(SoundInstance inInstance); native private final function AddToCurrentSounds (SoundInstance inInstance); // CreateSoundInstance withdraws a SoundInstance from a bank, which could possibly cause the creation of a soundinstance // TODO: Maybe should be called "GetSoundInstance" or something? native private final function SoundInstance CreateSoundInstance (); native private final function NativeInitialize(); // Overridable delegate for withdrawn behavior function OnBankWithdrawn(Actor inActorWithdrawn) { assertWithDescription( inActorWithdrawn.IsA( 'SoundInstance' ), "Withdrawing a non-SoundInstance from the bank!" ); inActorWithdrawn.OptimizeIn(); } // Overridable delegate for deposited behavior function OnBankDeposited(Actor inActorDeposited) { local SoundInstance BankedInstance; assertWithDescription( inActorDeposited.IsA( 'SoundInstance' ), "Depositing a non-SoundInstance from the bank!" ); // Make sure the sound was stopped before hand... BankedInstance = SoundInstance(inActorDeposited); if ( BankedInstance.SoundHandle != -1 ) assertWithDescription( false, "Error, SoundInstance "$BankedInstance$" is being deposited in the bank but it wasn't stopped." ); if (bDebugSounds) { log("Actor: "$BankedInstance$" was deposited"); } inActorDeposited.OptimizeOut(); } // PreBeginPlay override handles initialization of any necessary data simulated function PreBeginPlay() { Super.PreBeginPlay(); RegisterNotifyGameStarted(); if (Outer.Name != 'Entry') Level.RegisterNotifyActorDestroyed(Self); // Create sound instance bank SoundInstanceBank = Spawn(class'ActorBank'); SoundInstanceBank.Initialize( class'SoundInstance' ); SoundInstanceBank.OnWithdrawn = OnBankWithdrawn; SoundInstanceBank.OnDeposited = OnBankDeposited; NativeInitialize(); } function OnOtherActorDestroyed(Actor ActorBeingDestroyed) { //log("Actor"$ActorBeingDestroyed$" was destroyed"); StopMyLoopingSchemas(ActorBeingDestroyed); } // GameStarted notification function, sets the GameStarted flag to true... simulated function OnGameStarted() { GameStarted=true; } // GetSoundMaterialFlags is used to get the pertinent flag from the Material. Sometimes the sound designer // will set the SoundFlag directly, other times, when the MaterialSoundType is not set, the visual effect // flag will be used. simulated function int GetSoundMaterialFlags(Material inMaterial) { // HACK: set the SoundEffectSubsystem's TextureFlags from the passed material (if any) if (inMaterial != None) { if (inMaterial.MaterialSoundType != 0) return inMaterial.MaterialSoundType; else return inMaterial.MaterialVisualType; } return 0; } // This EffectSubsystem overriden function plays the given effect specification. This will result in the creation and // updating of a new SoundInstance if necessary. simulated event Actor PlayEffectSpecification(EffectSpecification GenericSchema, Actor Source, optional Actor Target, optional Material TargetMaterial, optional vector overrideWorldLocation, optional rotator overrideWorldRotation, optional IEffectObserver Observer) { local SoundInstance NewInstance; local SoundEffectSpecification Schema; local bool bInstanceValid; if (GenericSchema == None) return None; if (bDebugSounds) { log( "[SOUNDEFFECTS] - EffectSpecification Triggered! Specification: "$GenericSchema$", on Actor: "$Source$" and Material: "$TargetMaterial); } Schema = SoundEffectSpecification(GenericSchema); //log("Playeffectspec: "$GenericSchema$" with observer: "$Observer); assert(Schema != None); // Create a new sound instance NewInstance = CreateSoundInstance(); if (NewInstance != None) { // Construct the soundinstance based on the Specification... bInstanceValid = Schema.ConstructSoundInstance(NewInstance, GetSoundMaterialFlags(TargetMaterial), Source, GameStarted); #if !IG_TRIBES3 // Alex: sound effect observers were causing clean up crashes - we do not use this functionality so it has been culled // SetObserver as soon as Instance is constructed, previously it was set after the next !bInstanceValid || !CanStartInstance() // conditional. Set it here so OnEffectStopped is called correctly if the NewInstance doesn't play. if (Observer != None) NewInstance.SetObserver(Observer); #endif if ( !bInstanceValid || !CanStartInstance(NewInstance) ) { if (bDebugSounds) { log( "[SOUNDEFFECTS] - ERROR! Sound could not be started!" ); } KillInstance (NewInstance); return None; } if ( bDebugSounds ) log( "New Instance:"$NewInstance$" Instantiated: "$NewInstance.toString() ); // SoundInstance is ok to be played... AddToCurrentSounds(NewInstance); if ( bDebugSounds ) log( "About to play New Instance: "$NewInstance.toString() ); // Tell the instance it's been properly initialized... NewInstance.OnFinishedInitialized(); // Play the sound and shiznits.... NewInstance.Play(); } return NewInstance; // SoundEffectSubsystems create SoundInstances which are Actors and can be returned here to // implement the normal behavior of an EffectsSubsystem } // This EffectSubsystem overriden function stops the given effect specification. This will result in stopping the // sound in the lower level unreal code, removing the SoundInstance from the CurrentSounds. simulated event StopEffectSpecification(EffectSpecification EffectSpec, Actor Source) { local int i; assertWithDescription(source != None, "StopSchema called with NULL source."); // Check through currently playing sounds and stop instances // with this object and schema. for (i = CurrentSounds.Length-1; i >= 0; --i) { if (CurrentSounds[i] != None) { if (CurrentSounds[i].Source == source && CurrentSounds[i].SchemaName == EffectSpec.Name) KillInstance (CurrentSounds[i]); } } } // These pause functions call a console command which causes the lower level unreal code to pause // all sounds. Note: This functionality is likely to chaange.... simulated function PauseAllSchemas () { if (!bSoundsArePaused) { ConsoleCommand ("PauseSounds"); bSoundsArePaused = true; } } simulated function UnpauseAllSchemas () { if (bSoundsArePaused) { ConsoleCommand ("UnpauseSounds"); bSoundsArePaused = false; } } // PlayMarkerSounds plays sounds triggered by walking into a given SoundMarker. Sounds played will stop the previous // marker sound and start a new one. simulated function PlayMarkerSounds (Actor inSource, string inSoundID1, string inSoundID2) { local bool bPlaySound1; local bool bPlaySound2; local int i; bPlaySound1 = true; bPlaySound2 = true; // Stop any marker sounds currently playing (that aren't also played by *this* marker) for (i = 0; i < CurrentSounds.Length; ++i) if (CurrentSounds[i] != None && CurrentSounds[i].Source != None) if (CurrentSounds[i].Source.IsA ('SoundMarker')) if (string(CurrentSounds[i].SchemaName) == inSoundID1) // Sound 1 is already playing bPlaySound1 = false; else if (string(CurrentSounds[i].SchemaName) == inSoundID2) // Sound 2 is already playing bPlaySound2 = false; else KillInstance (CurrentSounds[i]); // Play the new sound(s) if (inSoundID1 != "" && GetSpecificationByString(inSoundID1) != None && bPlaySound1) PlayEffectSpecification(GetSpecificationByString(inSoundID1), inSource); if (inSoundID2 != "" && GetSpecificationByString(inSoundID2) != None && bPlaySound2) PlayEffectSpecification(GetSpecificationByString(inSoundID2), inSource); } // Print the current sounds and sound instances to the log simulated function LogState() { local int i; local String StateString; Log("----------------------------------------------------------------"); Log("| SOUND EFFECTS SUBSYSTEM STATE |"); Log("----------------------------------------------------------------"); Log("| Existing sounds:"); for (i = 0; i < CurrentSounds.Length; ++i) { StateString = "None"; if (CurrentSounds[i] != None) { StateString = CurrentSounds[i].toString(); } Log("| #"$i$": "$StateString); } Log("----------------------------------------------------------------"); } // Native c++ .h interface.... cpptext { private: void RemoveFromCurrentSounds (ASoundInstance* inInstance); // Handles cases where a new sound can overwrite an old sound UBOOL HandleOverlap (ASoundInstance* inExistingSound, ASoundInstance* inNewSound); UBOOL IsBeingDelayed(ASoundInstance* inInstance); UBOOL IsSchemaPlaying(AActor* inSource, FName schemaName); class USoundEffectSpecification* GetSpecificationByName( FName SchemaName ); UBOOL CanStartInstance(ASoundInstance* inInstance); // Stop instance will just stop the sample playing, while leaving the SoundInstance updating, this // should NEVER be called by anything outside of ASoundInstance of ASoundEffectsSubsystem. This is used // for non-seamless loops where there is a random delay between loop iterations. void StopInstance (ASoundInstance* inInstance); // Requires ASoundInstance to be a friend... friend class ASoundInstance; // When the UAudioSubsystem stops a sound sample for whatever reason, we need to make sure and cleanup SoundInstance's // that reference the sample void OnSubsystemStoppedSound( int StoppedHandle ); // Requires this function to be a friend... friend static void GlobalSoundStoppedByAudioSubsystem( int SoundIndex ); static UAudioSubsystem* AudioSubsystem; public: // Used to register names for events in this package void InitExecution(); void PostScriptDestroyed(); // Returns the duration of the sound static FLOAT GetSoundInstanceDuration(ASoundInstance* inInstance); // Returns the current UAudioSubsystem... static UAudioSubsystem* GetAudio(); // Stops a sound from playing the actual sound, though it still updates. Used when a sound is too far away to hear void MuteInstance (ASoundInstance* inInstance); void UnMuteInstance (ASoundInstance* inInstance); // Instance handling functions void PlayInstance (ASoundInstance* inInstance); void KillInstance (ASoundInstance* inInstance); } defaultproperties { EffectSpecificationSubClass=class'SoundEffectSpecification' bDebugSounds=false } |
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