DayZ 1.24
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PluginSoundDebug.c
Go to the documentation of this file.
2{
3 override void OnInit()
4 {
5 m_TickTimer = new Timer();
6 m_TickTimer.Run(0.1, this, "OnGUITimer", NULL, true);
7 }
8
9 override void OnUpdate(float delta_time)
10 {
11 ;
12 }
13
14 override void OnDestroy()
15 {
17 }
18
19 void Show()
20 {
21 m_TickTimer = new Timer();
22 m_TickTimer.Run(0.1, this, "OnGUITimer", NULL, true);
23 }
24
25 void Hide()
26 {
28 }
29
31 {
33 DbgUI.Begin("Sound debug", 10, 10);
34
35 DbgUI.PushID_Str("SoundParams");
36 DbgUI.Text("SoundParams: ");
38 string soundsetName = "BearGrowl_SoundSet";
40 DbgUI.PopID();
41
42 DbgUI.PushID_Str("Offset");
43 DbgUI.Text("Offset pos: ");
44 vector posOffset = "0 0 0";
45 float posVal;
46
49 DbgUI.InputFloat("", posVal, 80);
50 DbgUI.PopID();
51 posOffset[0] = posVal;
52
55 DbgUI.InputFloat("", posVal, 80);
56 DbgUI.PopID();
57 posOffset[1] = posVal;
58
61 DbgUI.InputFloat("", posVal, 80);
62 DbgUI.PopID();
63 posOffset[2] = posVal;
64 DbgUI.PopID();
65
66 if (DbgUI.Button("Create"))
67 {
68 m_soundParams = new SoundParams(soundsetName);
69 m_soundBuilder = new SoundObjectBuilder(m_soundParams);
70 m_soundObject = m_soundBuilder.BuildSoundObject();
71 m_soundObject.SetPosition(GetGame().GetPlayer().GetPosition() + posOffset);
72 }
73
74 DbgUI.Text("SoundObjectBuilder: ");
75
76 DbgUI.Text("SoundObject: ");
77
78 DbgUI.Text("AbstractWave: ");
79
80 vector posOffset2 = "0 10 0";
81
82 if (m_soundParams != NULL)
83 {
84 DbgUI.Text("FadeInFactor: ");
86 DbgUI.PushID_Str("fadeIn");
87 DbgUI.InputFloat("", fadeInVolume, 80);
88 DbgUI.PopID();
89
90 DbgUI.Text("FadeOutFactor: ");
92 DbgUI.PushID_Str("fadeOut");
93 DbgUI.InputFloat("", fadeOutVolume, 80);
94 DbgUI.PopID();
95
96 DbgUI.PushID_Str("Offset2");
97 DbgUI.Text("Offset2 pos: ");
98 float posVal2;
99
100 DbgUI.SameLine();
101 DbgUI.PushID_Int(100);
102 posVal2 = posOffset2[0];
103 DbgUI.InputFloat("", posVal2, 80);
104 DbgUI.PopID();
105 posOffset2[0] = posVal2;
106
107 DbgUI.SameLine();
108 DbgUI.PushID_Int(101);
109 posVal2 = posOffset2[1];
110 DbgUI.InputFloat("", posVal2, 80);
111 DbgUI.PopID();
112 posOffset2[1] = posVal2;
113
114 DbgUI.SameLine();
115 DbgUI.PushID_Int(102);
116 posVal2 = posOffset2[2];
117 DbgUI.InputFloat("", posVal2, 80);
118 DbgUI.PopID();
119 posOffset2[2] = posVal2;
120 DbgUI.PopID();
121
122 DbgUI.Text("skip: ");
123 DbgUI.SameLine();
124 float skip = 0.0;
125 DbgUI.PushID_Int(200);
126 DbgUI.InputFloat("", skip, 80);
127 DbgUI.PopID();
128
129 if (DbgUI.Button("Create and play"))
130 {
131 m_wave = GetGame().GetSoundScene().Play3D(m_soundObject, m_soundBuilder);
132 m_wave.SetFadeInFactor(fadeInVolume);
133 m_wave.Skip(skip);
134 m_wave.SetPosition(GetGame().GetPlayer().GetPosition() + posOffset2);
135 }
136 }
137
138 if (m_wave != NULL)
139 {
140 DbgUI.Text("Wave length: " + m_wave.GetLength() + "s");
141
142 //DbgUI.Text("Wave position: " + Math.Round(m_wave.GetCurrPosition() * 100) + "%");
143 DbgUI.Text("Volume: ");
144 DbgUI.SameLine();
145 float volume = 1.0;
146 DbgUI.InputFloat(" ", volume, 80);
147 DbgUI.SameLine();
148 if (DbgUI.Button("SetVolume"))
149 m_wave.SetVolume(volume);
150 DbgUI.SameLine();
151 if (DbgUI.Button("SetVolumeRelative"))
152 m_wave.SetVolumeRelative(volume);
153
154 if (DbgUI.Button("Play"))
155 m_wave.Play();
156 if (DbgUI.Button("Stop"))
157 m_wave.Stop();
158 if (DbgUI.Button("Restart"))
159 m_wave.Restart();
160 if (DbgUI.Button("Repeat"))
161 m_wave.Loop(true);
162 if (DbgUI.Button("StopRepeat"))
163 m_wave.Loop(false);
164 if (DbgUI.Button("Set position"))
165 m_wave.SetPosition(GetGame().GetPlayer().GetPosition() + posOffset2);
166 }
167
168 DbgUI.End();
170 }
171
172
174
178 float fadeInVolume = 1.1;
179 float fadeOutVolume = 0.9;
181}
PlayerBase GetPlayer()
ref Timer m_TickTimer
class SoundObjectBuilder SoundObject(SoundParams soundParams)
void SoundObjectBuilder(SoundParams soundParams)
class JsonUndergroundAreaTriggerData GetPosition
Definition DbgUI.c:60
ref SoundObject m_soundObject
override void OnInit()
ref SoundObjectBuilder m_soundBuilder
ref SoundParams m_soundParams
override void OnDestroy()
AbstractWave m_wave
override void OnUpdate(float delta_time)
proto native CGame GetGame()
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto void InputFloat(string txt, out float value, int pxWidth=150)
static proto native void PopID()
static proto native bool Button(string txt, int minWidth=0)
static proto native void Text(string label)
static proto void InputText(string txt, out string value, int pxWidth=150)
static proto native void SameLine()
static proto void BeginCleanupScope()
static proto native void PushID_Int(int int_id)
static proto native void PushID_Str(string str_id)
static proto native void EndCleanupScope()