//----------------------------------------------------------------------------- // Copyright (c) 2014 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- if (!isObject(SoundBehavior)) { %template = new BehaviorTemplate(SoundBehavior); %template.addBehaviorField(DeathSound, "The audio asset Id", asset, "", AudioAsset); %template.addBehaviorInput(playSound, "", "Plays the death sound"); %template.addBehaviorInput(removeBlock, "", "Removes a block preventing a sound from playing"); } //----------------------------------------------------------------------------- function SoundBehavior::onAddToScene(%this, %scene) { // Find out if this object has the button behavior. %button = %this.owner.getBehavior("ButtonBehavior"); // If yes, create a behavior connection. if (isObject(%button)) %this.owner.connect(%button, %this, buttonDown, playSound); // Find out if this object has an animation behavior. %animation = %this.owner.getBehavior("AnimationBehavior"); // If yes, create a behavior connection. if (isObject(%animation)) %this.owner.connect(%animation, %this, reset, removeBlock); // Set the sound block state to false. %this.Block = false; } //----------------------------------------------------------------------------- function SoundBehavior::playSound(%this, %fromBehavior, %fromOutput) { // Skip playing a sound if the object's animation state is not yet reset. if (%this.Block) return; // Play a sound effect if nothing is currently playing. if (!alxIsPlaying(%this.owner.Sound)) %this.owner.Sound = alxPlay(%this.DeathSound); // Prevent the sound from playing again until a reset signal arrives. %this.Block = true; } //----------------------------------------------------------------------------- function SoundBehavior::removeBlock(%this, %fromBehavior, %fromOutput) { // Reset the sound block state. %this.Block = false; }