1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258
/*
* Copyright (c) 2022 Contributors to the Rrise project
*/
//! Everything related to RTPC, Switch, States and Triggers.
use crate::bindings::root::AK::SoundEngine::{
PostTrigger, PostTrigger2, ResetRTPCValue, ResetRTPCValue2, SetRTPCValue, SetRTPCValue2,
SetRTPCValueByPlayingID, SetRTPCValueByPlayingID2, SetState, SetState2, SetSwitch, SetSwitch2,
};
use crate::{
ak_call_result, with_cstring, AkCurveInterpolation, AkGameObjectID, AkID, AkPlayingID,
AkResult, AkRtpcValue, AkTimeMs, AK_INVALID_GAME_OBJECT, AK_INVALID_PLAYING_ID,
};
/// Helper to set or reset RTPCs.
///
/// Use [SetRtpcValue::set] or [SetRtpcValue::reset] to post the change to Wwise.
#[derive(Debug, Copy, Clone)]
pub struct SetRtpcValue<'a> {
rtpc_id: AkID<'a>,
value: AkRtpcValue,
target_game_obj_id: AkGameObjectID,
target_playing_id: AkPlayingID,
interp_ms: AkTimeMs,
fade_curve: AkCurveInterpolation,
bypass_designer_interp: bool,
}
impl<'a> SetRtpcValue<'a> {
pub fn new<T: Into<AkID<'a>>>(rtpc_id: T, value: AkRtpcValue) -> Self {
Self {
rtpc_id: rtpc_id.into(),
value,
target_game_obj_id: AK_INVALID_GAME_OBJECT,
target_playing_id: AK_INVALID_PLAYING_ID,
interp_ms: 0,
fade_curve: AkCurveInterpolation::AkCurveInterpolation_Linear,
bypass_designer_interp: false,
}
}
/// Value to set.
///
/// *Note* Doesn't consume self so that it's easier to reuse the same SetRTPCValue struct with
/// different values over time.
pub fn with_value(&mut self, value: AkRtpcValue) -> &mut Self {
self.value = value;
self
}
/// Associated game object ID.
///
/// With this function, you may set a game parameter value with global scope (default) or with game object scope.
/// Game object scope superseeds global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.)
/// Game parameter values set with global scope are applied to all game objects that not yet registered, or already registered but not overridden with a value
/// with game object scope.
/// To set a game parameter value with global scope, leave the default or pass [AK_INVALID_GAME_OBJECT] as the game object.
///
/// Default: [AK_INVALID_GAME_OBJECT]
pub fn for_target(mut self, game_obj_id: AkGameObjectID) -> Self {
self.target_game_obj_id = game_obj_id;
self
}
/// Associated playing ID.
///
/// With this function, you may set a game parameter value on playing ID scope.
/// Playing id scope superseeds both game object scope and global scope.
/// Ignores any target game object set with [for_target](Self::for_target).
///
/// Default: [AK_INVALID_PLAYING_ID]
pub fn for_playing_id(mut self, playing_id: AkPlayingID) -> Self {
self.target_playing_id = playing_id;
self
}
/// Duration during which the game parameter is interpolated towards in_value.
///
/// With this function, you may change the value of a game parameter over time. To do so, specify a non-zero
/// value for `ms`. At each audio frame, the game parameter value will be updated internally
/// according to the interpolation curve (set with [with_interp_curve](Self::with_interp_curve)).
/// If you call [set](Self::set) with `ms = 0` in the middle of an interpolation, the interpolation stops and
/// the new value is set directly. Thus, if you call [set](Self::set) at every game frame, you
/// should not use `with_interp_millis`, as it would have no effect and it is less efficient.
///
/// Default: `0`
pub fn with_interp_millis(mut self, ms: AkTimeMs) -> Self {
self.interp_ms = ms;
self
}
/// When [with_interp_millis](Self::with_interp_millis) is used and non-zero, describes the Curve
/// type to be used for the game parameter interpolation.
///
/// Default: [AkCurveInterpolation::AkCurveInterpolation_Linear]
pub fn with_interp_curve(mut self, curve: AkCurveInterpolation) -> Self {
self.fade_curve = curve;
self
}
/// `True` if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer.
/// This is meant to be used when for example loading a level and you dont want the values to interpolate.
///
/// Default: `false`
pub fn should_bypass_designer_interp(mut self, should: bool) -> Self {
self.bypass_designer_interp = should;
self
}
/// Post this RTPC configuration to Wwise.
pub fn set(&self) -> Result<(), AkResult> {
if self.target_playing_id != AK_INVALID_PLAYING_ID {
match self.rtpc_id {
AkID::Name(name) => with_cstring![name => cname {
ak_call_result![SetRTPCValueByPlayingID2(
cname.as_ptr(),
self.value,
self.target_playing_id,
self.interp_ms,
self.fade_curve,
self.bypass_designer_interp
)
]}],
AkID::ID(id) => ak_call_result![SetRTPCValueByPlayingID(
id,
self.value,
self.target_playing_id,
self.interp_ms,
self.fade_curve,
self.bypass_designer_interp
)],
}
} else {
match self.rtpc_id {
AkID::Name(name) => with_cstring![name => cname {
ak_call_result![SetRTPCValue2(
cname.as_ptr(),
self.value,
self.target_game_obj_id,
self.interp_ms,
self.fade_curve,
self.bypass_designer_interp
)
]}],
AkID::ID(id) => ak_call_result![SetRTPCValue(
id,
self.value,
self.target_game_obj_id,
self.interp_ms,
self.fade_curve,
self.bypass_designer_interp
)],
}
}
}
/// Post a reset of this RTPC configuration to Wwise.
///
/// Resets the value of the game parameter to its default value, as specified in the Wwise project.
///
/// Incompatible with [for_playing_id](Self::for_playing_id); only works at global or game object
/// scope, set with [for_target](Self::for_target).
pub fn reset(&self) -> Result<(), AkResult> {
match self.rtpc_id {
AkID::Name(name) => with_cstring![name => cname {
ak_call_result![ResetRTPCValue2(
cname.as_ptr(),
self.target_game_obj_id,
self.interp_ms,
self.fade_curve,
self.bypass_designer_interp
)
]}],
AkID::ID(id) => ak_call_result![ResetRTPCValue(
id,
self.target_game_obj_id,
self.interp_ms,
self.fade_curve,
self.bypass_designer_interp
)],
}
}
}
/// Sets the State of a Switch Group.
///
/// Always returns [AkResult::AK_Success].
///
/// Panics if switch_group and switch_id are not of the same variant.
pub fn set_switch<'a, T: Into<AkID<'a>>>(
switch_group: T,
switch_id: T,
game_obj: AkGameObjectID,
) -> Result<(), AkResult> {
match (switch_group.into(), switch_id.into()) {
(AkID::Name(group), AkID::Name(switch)) => {
with_cstring![group => groupc, switch => switchc {
ak_call_result![SetSwitch2(
groupc.as_ptr(),
switchc.as_ptr(),
game_obj,
)
]}]
}
(AkID::ID(group), AkID::ID(switch)) => {
ak_call_result![SetSwitch(group, switch, game_obj)]
}
_ => panic!("Args switch_group and switch_id should be of the same variant"),
}
}
/// Post the specified trigger.
///
/// Always returns [AkResult::AK_Success].
pub fn post_trigger<'a, T: Into<AkID<'a>>>(
trigger: T,
game_obj: AkGameObjectID,
) -> Result<(), AkResult> {
match trigger.into() {
AkID::Name(name) => {
with_cstring![name => cname {
ak_call_result![PostTrigger2(
cname.as_ptr(),
game_obj,
)
]}]
}
AkID::ID(id) => {
ak_call_result![PostTrigger(id, game_obj)]
}
}
}
/// Sets the state of a State Group.
///
/// *Return*
/// > - [AkResult::AK_Success] if successful
/// > - [AkResult::AK_IDNotFound] if the state or State Group name was not resolved to an existing ID.
/// Make sure that the banks were generated with the "include string" option.
///
/// Panics if state_group and state_id are not of the same variant.
pub fn set_state<'a, T: Into<AkID<'a>>>(state_group: T, state_id: T) -> Result<(), AkResult> {
match (state_group.into(), state_id.into()) {
(AkID::Name(group), AkID::Name(state)) => {
with_cstring![group => groupc, state => statec {
ak_call_result![SetState2(
groupc.as_ptr(),
statec.as_ptr()
)
]}]
}
(AkID::ID(group), AkID::ID(state)) => {
ak_call_result![SetState(group, state)]
}
_ => panic!("Args state_group and state_id should be of the same variant"),
}
}