implement vo lines via programmer instrument lol

This commit is contained in:
Cat Flynn 2021-03-05 15:34:52 +00:00
parent 87e5249578
commit f5262cda2c
46 changed files with 606 additions and 3543 deletions

8
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@ -13,4 +13,16 @@ MonoBehaviour:
m_Name: Dialogue Settings m_Name: Dialogue Settings
m_EditorClassIdentifier: m_EditorClassIdentifier:
_hideAfter: 5 _hideAfter: 5
_fmodKeyPrefix: event:/VO/ _radioDialogueKey: event:/VO/Radio Dialogue Line
_dialogueClips:
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- {fileID: 8300000, guid: 898202449aaa9df418384303a39eb756, type: 3}
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@ -522,8 +522,8 @@ MonoBehaviour:
sourceProjectPath: FMOD Project/Examples.fspro sourceProjectPath: FMOD Project/Examples.fspro
sourceBankPath: FMOD Project\Build sourceBankPath: FMOD Project\Build
SourceBankPathUnformatted: SourceBankPathUnformatted:
AutomaticEventLoading: 0 AutomaticEventLoading: 1
BankLoadType: 1 BankLoadType: 0
AutomaticSampleLoading: 0 AutomaticSampleLoading: 0
EncryptionKey: EncryptionKey:
ImportType: 0 ImportType: 0
@ -545,12 +545,7 @@ MonoBehaviour:
- Music - Music
- SFX - SFX
- VO - VO
BanksToLoad: BanksToLoad: []
- Master.bank
- Master.strings.bank
- Music.bank
- SFX.bank
- VO.bank
LiveUpdatePort: 9264 LiveUpdatePort: 9264
EnableMemoryTracking: 0 EnableMemoryTracking: 0
AndroidUseOBB: 0 AndroidUseOBB: 0
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propertyPath: m_XAxis.m_InvertInput propertyPath: m_XAxis.m_InvertInput
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m_Component: m_Component:
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m_Layer: 0 m_Layer: 0
m_Name: Loader m_Name: Loader
m_TagString: Untagged m_TagString: Untagged
@ -5409,6 +5410,24 @@ Transform:
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m_RootOrder: 0 m_RootOrder: 0
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Banks:
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CollisionTag:
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@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -8,6 +9,28 @@ public class DialogueSettings : ScriptableObject
public float HideAfter => _hideAfter; public float HideAfter => _hideAfter;
[SerializeField] private float _hideAfter; [SerializeField] private float _hideAfter;
public string FMODPrefix => _fmodKeyPrefix; public string RadioDialogueKey => _radioDialogueKey;
[SerializeField] private string _fmodKeyPrefix; [SerializeField] private string _radioDialogueKey;
[SerializeField] private AudioClip[] _dialogueClips;
private readonly Dictionary<string, AudioClip> _keyClips = new Dictionary<string, AudioClip>();
public AudioClip GetDialogueClip(string key)
{
if (!_keyClips.ContainsKey(key))
{
Debug.LogError($"no clip for key {key}");
return null;
}
return _keyClips[key];
}
private void OnEnable()
{
foreach (var dialogueClip in _dialogueClips)
{
_keyClips[dialogueClip.name] = dialogueClip;
}
}
} }

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@ -1,8 +1,14 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Runtime.InteropServices;
using FMOD;
using FMOD.Studio; using FMOD.Studio;
using FMODUnity;
using UnityEngine; using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Networking;
using Debug = UnityEngine.Debug;
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEditor; using UnityEditor;
@ -16,20 +22,91 @@ public partial class DialogueSystem : ScriptableObject
// https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event // https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event
public event EventHandler<DialogueLine> onDialogueLine; public event EventHandler<DialogueLine> onDialogueLine;
private readonly Dictionary<string, string> _fmodKeyCache = new Dictionary<string, string>();
// a list of dialogue keys that have already been spoken // a list of dialogue keys that have already been spoken
private readonly List<string> _usedKeys = new List<string>(); private readonly List<string> _usedClips = new List<string>();
private EVENT_CALLBACK _dialogueCallback;
private void OnEnable() private void OnEnable()
{ {
_fmodKeyCache.Clear(); _usedClips.Clear();
_usedKeys.Clear();
// cache all dialogue keys for FMOD at start to avoid allocations later _dialogueCallback = DialogueEventCallback;
foreach (var key in DialogueDatabase.Keys)
{
_fmodKeyCache[key] = $"{_settings.FMODPrefix}{key}";
} }
[AOT.MonoPInvokeCallback(typeof(EVENT_CALLBACK))]
private static RESULT DialogueEventCallback(EVENT_CALLBACK_TYPE type, IntPtr instancePtr, IntPtr parameterPtr)
{
var instance = new EventInstance(instancePtr);
// retrieve user data
instance.getUserData(out IntPtr stringPtr);
// get string obejct
var stringHandle = GCHandle.FromIntPtr(stringPtr);
var key = stringHandle.Target as string;
switch (type)
{
case EVENT_CALLBACK_TYPE.CREATE_PROGRAMMER_SOUND:
{
MODE soundMode = MODE.LOOP_NORMAL | MODE.CREATECOMPRESSEDSAMPLE | MODE.NONBLOCKING;
var parameter =
(PROGRAMMER_SOUND_PROPERTIES) Marshal.PtrToStructure(parameterPtr,
typeof(PROGRAMMER_SOUND_PROPERTIES));
if (key.Contains("."))
{
Sound dialogueSound;
var soundResult = RuntimeManager.CoreSystem.createSound(Application.streamingAssetsPath + "/" + key,
soundMode, out dialogueSound);
if (soundResult == RESULT.OK)
{
parameter.sound = dialogueSound.handle;
parameter.subsoundIndex = -1;
Marshal.StructureToPtr(parameter, parameterPtr, false);
}
}
else
{
SOUND_INFO dialogueSoundInfo;
var keyResult = RuntimeManager.StudioSystem.getSoundInfo(key, out dialogueSoundInfo);
if (keyResult != RESULT.OK)
{
break;
}
Sound dialogueSound;
var soundResult = RuntimeManager.CoreSystem.createSound(dialogueSoundInfo.name_or_data,
soundMode | dialogueSoundInfo.mode, ref dialogueSoundInfo.exinfo, out dialogueSound);
if (soundResult == RESULT.OK)
{
parameter.sound = dialogueSound.handle;
parameter.subsoundIndex = dialogueSoundInfo.subsoundindex;
Marshal.StructureToPtr(parameter, parameterPtr, false);
}
}
break;
}
case EVENT_CALLBACK_TYPE.DESTROY_PROGRAMMER_SOUND:
{
var parameter =
(PROGRAMMER_SOUND_PROPERTIES) Marshal.PtrToStructure(parameterPtr,
typeof(PROGRAMMER_SOUND_PROPERTIES));
var sound = new Sound(parameter.sound);
sound.release();
break;
}
case EVENT_CALLBACK_TYPE.DESTROYED:
{
stringHandle.Free();
break;
}
}
return RESULT.OK;
} }
// noRepeat locks this key off from further use. further attempts to use the key will be discarded // noRepeat locks this key off from further use. further attempts to use the key will be discarded
@ -37,52 +114,26 @@ public partial class DialogueSystem : ScriptableObject
{ {
if (noRepeat) if (noRepeat)
{ {
if (_usedKeys.Contains(key)) return; if (_usedClips.Contains(key)) return;
_usedKeys.Add(key); _usedClips.Add(key);
} }
// retrieve cached key var dialogueInstance = RuntimeManager.CreateInstance(_settings.RadioDialogueKey);
if (!_fmodKeyCache.ContainsKey(key))
{
Debug.LogError($"{key} not present in dialogue database");
return;
}
var fmodKey = _fmodKeyCache[key];
EventDescription? eventDescription = null; GCHandle stringHandle = GCHandle.Alloc(key, GCHandleType.Pinned);
dialogueInstance.setUserData(GCHandle.ToIntPtr(stringHandle));
try
{
eventDescription = FMODUnity.RuntimeManager.GetEventDescription(fmodKey);
}
catch (FMODUnity.EventNotFoundException e)
{
Debug.LogWarning($"no FMOD event {fmodKey}");
}
DialogueLine dl; DialogueLine dl;
dl.text = DialogueDatabase.ReadDialogue(key); dl.text = DialogueDatabase.ReadDialogue(key);
// default duration to show ui elements for
dl.duration = _settings.HideAfter;
// read audio data out of FMOD, check if event exists var clip = _settings.GetDialogueClip(key);
if (eventDescription.HasValue) Debug.Log(clip);
{ dl.duration = clip.length;
// assign values and play audio
// get dialogue line duration from FMOD dialogueInstance.setCallback(_dialogueCallback);
eventDescription.Value.getLength(out int ms); dialogueInstance.start();
dialogueInstance.release();
// get length gives us a value in milliseconds so it needs to be converted to seconds
// before assignment
// dl.duration = ms / 1000f;
// event is valid
//FMODUnity.RuntimeManager.PlayOneShot(fmodKey);
EventInstance instance = FMODUnity.RuntimeManager.CreateInstance( fmodKey );
instance.start();
}
onDialogueLine?.Invoke(this, dl); onDialogueLine?.Invoke(this, dl);
} }

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game/FMOD Project/Build/Desktop/Music.bank (Stored with Git LFS)

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game/FMOD Project/Build/Desktop/SFX.bank (Stored with Git LFS)

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game/FMOD Project/Build/Desktop/VO.bank (Stored with Git LFS)

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<objects serializationModel="Studio.02.00.00"> <objects serializationModel="Studio.02.01.00">
<object class="Bank" id="{d6e4340a-dfdb-4393-b4dc-b55091d858cd}"> <object class="Bank" id="{d6e4340a-dfdb-4393-b4dc-b55091d858cd}">
<property name="name"> <property name="name">
<value>VO</value> <value>VO</value>
@ -7,5 +7,16 @@
<relationship name="folder"> <relationship name="folder">
<destination>{07fb52a7-88b7-4b50-aff5-5f9728462f36}</destination> <destination>{07fb52a7-88b7-4b50-aff5-5f9728462f36}</destination>
</relationship> </relationship>
<relationship name="audioTable">
<destination>{2b3fcc82-caef-4b50-8673-aa035b792ec5}</destination>
</relationship>
</object>
<object class="AudioTable" id="{2b3fcc82-caef-4b50-8673-aa035b792ec5}">
<property name="name">
<value>Dialogue Lines</value>
</property>
<property name="sourceDirectory">
<value>../Assets/Audio/VO</value>
</property>
</object> </object>
</objects> </objects>

View File

@ -1,345 +0,0 @@
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<value>In this example we have an event that recreates the static effect of RF radios.
The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

@ -1,345 +0,0 @@
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<property name="note">
<value>In this example we have an event that recreates the static effect of RF radios.
The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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<value>VO</value>
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<value>true</value>
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<property name="isCutoff">
<value>true</value>
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<property name="length">
<value>0.36775368245585677</value>
</property>
<property name="voiceStealing">
<value>3</value>
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<property name="looping">
<value>true</value>
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<relationship name="audioFile">
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<object class="EventMixerGroup" id="{d58e5b78-abea-487c-af92-8f1349d1f796}">
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<property name="name">
<value>Static</value>
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<value>-20</value>
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<value>0</value>
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</object>
</objects>

View File

@ -23,7 +23,7 @@ The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value> https://soundcloud.com/nasa</value>
</property> </property>
<property name="name"> <property name="name">
<value>PA_BOOST</value> <value>Radio Dialogue</value>
</property> </property>
<property name="outputFormat"> <property name="outputFormat">
<value>0</value> <value>0</value>
@ -154,7 +154,7 @@ https://soundcloud.com/nasa</value>
<value>VOClip</value> <value>VOClip</value>
</property> </property>
<relationship name="placeholder"> <relationship name="placeholder">
<destination>{803e70ae-4c1d-4fef-8459-10d88e4beb58}</destination> <destination>{2b3fcc82-caef-4b50-8673-aa035b792ec5}</destination>
</relationship> </relationship>
</object> </object>
<object class="EventMixerGroup" id="{d556481e-938e-4f38-8dab-06f7be43216e}"> <object class="EventMixerGroup" id="{d556481e-938e-4f38-8dab-06f7be43216e}">

View File

@ -1,345 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
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<object class="Event" id="{49265ffd-a88b-472a-bafa-3b677b2ec323}">
<property name="note">
<value>In this example we have an event that recreates the static effect of RF radios.
The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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<value>SD_DASH_3</value>
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View File

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The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

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https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

@ -1,345 +0,0 @@
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<value>In this example we have an event that recreates the static effect of RF radios.
The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

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The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

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To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
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https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

@ -1,345 +0,0 @@
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<value>In this example we have an event that recreates the static effect of RF radios.
The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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View File

@ -1,345 +0,0 @@
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<value>In this example we have an event that recreates the static effect of RF radios.
The event is designed to use VO supplied by the game via an asynchronous programmer instrument. You can audition your own VO by selecting the programmer instrument and dragging a new asset into the placeholder section.
To handle VO of different lengths there is a conditional loop region to keep the playback position steady until the programmer instrument has finished playing.
The loop region condition is based on the "VO Sidechain" parameter value which is driven by a sidechain modulator. The sidechain modulator's input signal comes from the sidechain effect on the "VO" track.
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#programmer-instruments
https://www.fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments
https://www.fmod.com/resources/documentation-studio?page=authoring-events.html#parameters
https://www.fmod.com/resources/documentation-studio?page=modulator-reference.html#sidechain-modulator
The placeholder VO is from NASA's public library of space mission sounds.
https://soundcloud.com/nasa</value>
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</objects>

View File

@ -40,16 +40,6 @@
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