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- //-----------------------------------------------------------------------------
- // 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;
- }
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