6 m_TickTimer.Run(0.1,
this,
"OnGUITimer", NULL,
true);
9 override void OnUpdate(
float delta_time)
22 m_TickTimer.Run(0.1,
this,
"OnGUITimer", NULL,
true);
32 DbgUI.BeginCleanupScope();
33 DbgUI.Begin(
"Sound debug", 10, 10);
35 DbgUI.PushID_Str(
"SoundParams");
36 DbgUI.Text(
"SoundParams: ");
38 string soundsetName =
"BearGrowl_SoundSet";
39 DbgUI.InputText(
"", soundsetName, 200);
42 DbgUI.PushID_Str(
"Offset");
43 DbgUI.Text(
"Offset pos: ");
44 vector posOffset =
"0 0 0";
49 DbgUI.InputFloat(
"", posVal, 80);
51 posOffset[0] = posVal;
55 DbgUI.InputFloat(
"", posVal, 80);
57 posOffset[1] = posVal;
61 DbgUI.InputFloat(
"", posVal, 80);
63 posOffset[2] = posVal;
66 if(
DbgUI.Button(
"Create"))
70 m_soundObject = m_soundBuilder.BuildSoundObject();
74 DbgUI.Text(
"SoundObjectBuilder: ");
76 DbgUI.Text(
"SoundObject: ");
78 DbgUI.Text(
"AbstractWave: ");
80 vector posOffset2 =
"0 10 0";
82 if(m_soundParams != NULL)
84 DbgUI.Text(
"FadeInFactor: ");
86 DbgUI.PushID_Str(
"fadeIn");
87 DbgUI.InputFloat(
"", fadeInVolume, 80);
90 DbgUI.Text(
"FadeOutFactor: ");
92 DbgUI.PushID_Str(
"fadeOut");
93 DbgUI.InputFloat(
"", fadeOutVolume, 80);
96 DbgUI.PushID_Str(
"Offset2");
97 DbgUI.Text(
"Offset2 pos: ");
101 DbgUI.PushID_Int(100);
102 posVal2 = posOffset2[0];
103 DbgUI.InputFloat(
"", posVal2, 80);
105 posOffset2[0] = posVal2;
108 DbgUI.PushID_Int(101);
109 posVal2 = posOffset2[1];
110 DbgUI.InputFloat(
"", posVal2, 80);
112 posOffset2[1] = posVal2;
115 DbgUI.PushID_Int(102);
116 posVal2 = posOffset2[2];
117 DbgUI.InputFloat(
"", posVal2, 80);
119 posOffset2[2] = posVal2;
122 DbgUI.Text(
"skip: ");
125 DbgUI.PushID_Int(200);
126 DbgUI.InputFloat(
"", skip, 80);
129 if(
DbgUI.Button(
"Create and play"))
131 m_wave =
GetGame().GetSoundScene().Play3D(m_soundObject, m_soundBuilder);
132 m_wave.SetFadeInFactor(fadeInVolume);
140 DbgUI.Text(
"Wave length: " + m_wave.GetLength() +
"s");
143 DbgUI.Text(
"Volume: ");
146 DbgUI.InputFloat(
" ", volume, 80);
148 if(
DbgUI.Button(
"SetVolume"))
149 m_wave.SetVolume(volume);
151 if(
DbgUI.Button(
"SetVolumeRelative"))
152 m_wave.SetVolumeRelative(volume);
154 if(
DbgUI.Button(
"Play"))
156 if(
DbgUI.Button(
"Stop"))
158 if(
DbgUI.Button(
"Restart"))
160 if(
DbgUI.Button(
"Repeat"))
162 if(
DbgUI.Button(
"StopRepeat"))
164 if(
DbgUI.Button(
"Set position"))
169 DbgUI.EndCleanupScope();
178 float fadeInVolume = 1.1;
179 float fadeOutVolume = 0.9;
Plugin interface for controlling of agent pool system.
proto native CGame GetGame()
void OnInit()
Callback for user defined initialization. Called for all suites during TestHarness....
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
class JsonUndergroundAreaTriggerData GetPosition
class SoundObject SoundParams(string name)
override void OnDestroy()