SoundBehavior.cs 3.0 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2014 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. if (!isObject(SoundBehavior))
  23. {
  24. %template = new BehaviorTemplate(SoundBehavior);
  25. %template.addBehaviorField(DeathSound, "The audio asset Id", asset, "", AudioAsset);
  26. %template.addBehaviorInput(playSound, "", "Plays the death sound");
  27. %template.addBehaviorInput(removeBlock, "", "Removes a block preventing a sound from playing");
  28. }
  29. //-----------------------------------------------------------------------------
  30. function SoundBehavior::onAddToScene(%this, %scene)
  31. {
  32. // Find out if this object has the button behavior.
  33. %button = %this.owner.getBehavior("ButtonBehavior");
  34. // If yes, create a behavior connection.
  35. if (isObject(%button))
  36. %this.owner.connect(%button, %this, buttonDown, playSound);
  37. // Find out if this object has an animation behavior.
  38. %animation = %this.owner.getBehavior("AnimationBehavior");
  39. // If yes, create a behavior connection.
  40. if (isObject(%animation))
  41. %this.owner.connect(%animation, %this, reset, removeBlock);
  42. // Set the sound block state to false.
  43. %this.Block = false;
  44. }
  45. //-----------------------------------------------------------------------------
  46. function SoundBehavior::playSound(%this, %fromBehavior, %fromOutput)
  47. {
  48. // Skip playing a sound if the object's animation state is not yet reset.
  49. if (%this.Block)
  50. return;
  51. // Play a sound effect if nothing is currently playing.
  52. if (!alxIsPlaying(%this.owner.Sound))
  53. %this.owner.Sound = alxPlay(%this.DeathSound);
  54. // Prevent the sound from playing again until a reset signal arrives.
  55. %this.Block = true;
  56. }
  57. //-----------------------------------------------------------------------------
  58. function SoundBehavior::removeBlock(%this, %fromBehavior, %fromOutput)
  59. {
  60. // Reset the sound block state.
  61. %this.Block = false;
  62. }