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
/*
* Copyright (c) 2022 Contributors to the Rrise project
*/
//! The sound engine parameter query interface.
//!
//! *Remark* The functions in this namespace are thread-safe, unless stated otherwise.
//!
//! *Warnings*
//!
//! ⚡ Unless noted otherwise in the function definition that it will not acquire the main
//! audio lock, the functions in this namespace might stall for several milliseconds before returning
//! (as they cannot execute while the main sound engine thread is busy). They should therefore not
//! be called from any game critical thread, such as the main game loop.
//!
//! ⚡ There might be a significant delay between a Sound Engine call (such as PostEvent) and
//! the information being reflected in a Query (such as GetIsGameObjectActive).
use crate::bindings::root::AK::SoundEngine::Query::{
GetListenerPosition, GetListeners, GetPosition, GetRTPCValue, GetRTPCValue2, GetState,
GetState2, GetSwitch, GetSwitch2, RTPCValue_type,
};
use crate::{
ak_call_result, with_cstring, AkGameObjectID, AkID, AkListenerPosition, AkPlayingID, AkResult,
AkRtpcValue, AkSoundPosition, AkStateID, AkSwitchStateID, AK_INVALID_GAME_OBJECT,
AK_INVALID_PLAYING_ID,
};
/// Enum used to request a specific RTPC Value.
///
/// Also used to inform the user of where the RTPC Value comes from.
///
/// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject
/// and can receive the Global Value if there was no GameObject specific value, and even the
/// default value is there was no Global value either.
///
/// *See also* [get_rtpc_value]
#[derive(Debug, Copy, Clone)]
pub enum RtpcValueType {
/// The value is the Default RTPC.
Default(AkRtpcValue),
/// The value is the Global RTPC.
Global(AkRtpcValue),
/// The value is the game object specific RTPC.
GameObject(AkRtpcValue),
/// The value is the playing ID specific RTPC.
PlayingID(AkRtpcValue),
/// The value is not available for the RTPC specified.
Unavailable(),
}
/// Get the position of a game object.
///
/// *Return* [AkResult::AK_Success] if succeeded, or [AkResult::AK_IDNotFound] if the game object
/// was not registered
pub fn get_position(game_obj: AkGameObjectID) -> Result<AkSoundPosition, AkResult> {
let mut result = AkSoundPosition::new();
ak_call_result![GetPosition(game_obj, &mut result)]?;
Ok(result)
}
/// Get a game object's listeners count.
///
/// *Return* the number of listeners of `for_source` if succeeded, or [AkResult::AK_IDNotFound] if the game object was not registered.
pub fn get_listeners_count(for_source: AkGameObjectID) -> Result<u32, AkResult> {
let mut result = 0;
ak_call_result![GetListeners(for_source, std::ptr::null_mut(), &mut result)]?;
Ok(result)
}
/// Get a game object's listeners.
///
/// *Return* at most `max_count` listeners of `for_source` if succeeded, or [AkResult::AK_IDNotFound] if the game object was not registered.
pub fn get_listeners(
for_source: AkGameObjectID,
max_count: usize,
) -> Result<Vec<AkGameObjectID>, AkResult> {
let mut result = Vec::with_capacity(max_count);
result.resize(max_count, AK_INVALID_GAME_OBJECT);
ak_call_result![GetListeners(
for_source,
result.as_mut_ptr(),
&mut (max_count as u32)
)]?;
result.resize(max_count, AK_INVALID_GAME_OBJECT);
Ok(result)
}
/// Get a listener's position.
///
/// Listener index is 0 for first listener, 7 for 8th listener, etc.
///
/// *Return* the position if succeeded, or [AkResult::AK_InvalidParameter] if the index is out of range
pub fn get_listener_position(index: u64) -> Result<AkListenerPosition, AkResult> {
let mut result = AkListenerPosition::new();
ak_call_result![GetListenerPosition(index, &mut result)]?;
Ok(result)
}
/// Get the value of a real-time parameter control.
///
/// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
/// The value requested is determined by `requested_scope`, `on_game_obj` and `on_playing_id`.
///
/// If a value at the requested scope is not found, the value that is available at the the next broadest scope will be returned.
///
/// *Remark*
/// > When looking up RTPC values via playing ID (ie. `requested_scope` is [RtpcValueType::PlayingID]), `on_game_obj` can be set to a specific game object (if it is available to the caller) to use as a fall back value.
/// If the game object is unknown or unavailable, [None] or [AK_INVALID_GAME_OBJECT] can be passed in `on_game_obj`, and the game object will be looked up via `on_playing_id`.
/// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
///
/// > `on_game_obj` is ignored if `requested_scope` is [RtpcValueType::Global]
///
/// > `on_playing_id` is ignored if `requested_scope` is not [RtpcValueType::PlayingID]
///
/// *Return*
/// - The scoped requested value if succeeded.
/// - [AkResult::AK_IDNotFound] if the game object was not registered or the RTPC name could not be found.
/// - [AkResult::AK_Fail] if the RTPC value could not be obtained.
///
/// *See also* [RtpcValueType]
pub fn get_rtpc_value<'a, T: Into<AkID<'a>>>(
rtpc_id: T,
on_game_obj: Option<AkGameObjectID>,
on_playing_id: Option<AkPlayingID>,
requested_scope: RtpcValueType,
) -> Result<RtpcValueType, AkResult> {
let on_game_obj = match on_game_obj {
Some(game_obj) => game_obj,
None => AK_INVALID_GAME_OBJECT,
};
let on_playing_id = match on_playing_id {
Some(playing_id) => playing_id,
None => AK_INVALID_PLAYING_ID,
};
let mut value_type = match requested_scope {
RtpcValueType::Default(_) => RTPCValue_type::RTPCValue_Default,
RtpcValueType::Global(_) => RTPCValue_type::RTPCValue_Global,
RtpcValueType::GameObject(_) => RTPCValue_type::RTPCValue_GameObject,
RtpcValueType::PlayingID(_) => RTPCValue_type::RTPCValue_PlayingID,
RtpcValueType::Unavailable() => RTPCValue_type::RTPCValue_Unavailable,
};
let mut value = AkRtpcValue::default();
match rtpc_id.into() {
AkID::Name(name) => with_cstring![name => cname {
ak_call_result![GetRTPCValue2(
cname.as_ptr(),
on_game_obj,
on_playing_id,
&mut value,
&mut value_type
)
]}]?,
AkID::ID(id) => ak_call_result![GetRTPCValue(
id,
on_game_obj,
on_playing_id,
&mut value,
&mut value_type
)]?,
};
let result = match value_type {
RTPCValue_type::RTPCValue_Default => RtpcValueType::Default(value),
RTPCValue_type::RTPCValue_Global => RtpcValueType::Global(value),
RTPCValue_type::RTPCValue_GameObject => RtpcValueType::GameObject(value),
RTPCValue_type::RTPCValue_PlayingID => RtpcValueType::PlayingID(value),
RTPCValue_type::RTPCValue_Unavailable => RtpcValueType::Unavailable(),
};
Ok(result)
}
/// Get the state of a switch group.
///
/// *Return* the active switch state if succeeded, or [AkResult::AK_IDNotFound] if the game object was not registered
pub fn get_switch<'a, T: Into<AkID<'a>>>(
switch_group: T,
on_game_obj: AkGameObjectID,
) -> Result<AkSwitchStateID, AkResult> {
let mut result = AkSwitchStateID::default();
match switch_group.into() {
AkID::Name(name) => with_cstring![name => cname {
ak_call_result![GetSwitch2(
cname.as_ptr(),
on_game_obj,
&mut result
)
]}]?,
AkID::ID(id) => ak_call_result![GetSwitch(id, on_game_obj, &mut result)]?,
};
Ok(result)
}
/// Get the state of a state group.
///
/// *Return* the active state if succeeded, or [AkResult::AK_IDNotFound] if the state group name can not be found
pub fn get_state<'a, T: Into<AkID<'a>>>(state_group: T) -> Result<AkStateID, AkResult> {
let mut result = AkStateID::default();
match state_group.into() {
AkID::Name(name) => with_cstring![name => cname {
ak_call_result![GetState2(
cname.as_ptr(),
&mut result
)
]}]?,
AkID::ID(id) => ak_call_result![GetState(id, &mut result)]?,
};
Ok(result)
}