105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
/////////////////////////////////////////////////////
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/////////////////////////////////////////////////////
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//
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// FadeIn
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//
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/////////////////////////////////////////////////////
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/////////////////////////////////////////////////////
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#include "CKALL.h"
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CKERROR CreateFadeInBehaviorProto(CKBehaviorPrototype **pproto);
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int FadeIn(const CKBehaviorContext& behcontext);
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CKObjectDeclaration *FillBehaviorFadeInDecl()
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{
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CKObjectDeclaration *od = CreateCKObjectDeclaration("Fade In");
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od->SetDescription("Fades in sound(s).");
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/* rem:
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<SPAN CLASS=in>In: </SPAN>triggers the process.<BR>
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<SPAN CLASS=out>Out: </SPAN>is activated when the process is completed.<BR>
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<BR>
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<SPAN CLASS=pin>Fade Delay: </SPAN>time in milliseconds during which the sound(s) are to be faded in.<BR>
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<BR>
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<SPAN CLASS=pout>Elapsed Time: </SPAN>time elapsed in miliseconds since the start of the fade in.<BR>
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<BR>
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This behavior should be used in conjunction with another building block, such as Wave Player.<BR>
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*/
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od->SetCategory("Sounds/Global");
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od->SetType(CKDLL_BEHAVIORPROTOTYPE);
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od->SetGuid(CKGUID(0x742215ea,0x8a06c46));
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od->SetAuthorGuid(VIRTOOLS_GUID);
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od->SetAuthorName("Virtools");
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od->SetVersion(0x00010000);
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od->SetCreationFunction(CreateFadeInBehaviorProto);
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od->SetCompatibleClassId(CKCID_BEOBJECT);
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od->NeedManager(SOUND_MANAGER_GUID);
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od->NeedManager(SOUND_MANAGER_GUID);
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return od;
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}
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CKERROR CreateFadeInBehaviorProto(CKBehaviorPrototype **pproto)
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{
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CKBehaviorPrototype *proto = CreateCKBehaviorPrototype("Fade In");
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if(!proto) return CKERR_OUTOFMEMORY;
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proto->DeclareInput("In");
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proto->DeclareOutput("Out");
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proto->DeclareInParameter("Fade Delay",CKPGUID_INT,"1000");
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proto->DeclareOutParameter("Elapsed Time",CKPGUID_FLOAT,"0");
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proto->SetBehaviorFlags(CKBEHAVIOR_NONE);
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proto->SetFlags(CK_BEHAVIORPROTOTYPE_OBSOLETE);
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proto->SetFunction(FadeIn);
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*pproto = proto;
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return CK_OK;
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}
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int FadeIn(const CKBehaviorContext& behcontext)
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{
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CKBehavior* beh = behcontext.Behavior;
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CKSoundManager* sm = (CKSoundManager*)behcontext.Context->GetManagerByGuid(SOUND_MANAGER_GUID);
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if( !sm ) return CKBR_OK;
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float timeelapsed = 0;
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int ti = 1000;
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beh->GetInputParameterValue(0,&ti);
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float totaltime = (float)ti;
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if(beh->IsInputActive(0)) { // we trigger the behavior for the first time
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beh->ActivateInput(0,FALSE);
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beh->SetOutputParameterValue(0,&timeelapsed);
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CKListenerSettings set;set.m_GlobalGain = 0.0f;
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sm->UpdateListenerSettings(CK_LISTENERSETTINGS_GAIN,set);
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} else {
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beh->GetOutputParameterValue(0,&timeelapsed);
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timeelapsed += behcontext.DeltaTime;
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if(timeelapsed > totaltime) timeelapsed = totaltime;
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beh->SetOutputParameterValue(0,&timeelapsed);
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CKListenerSettings set;set.m_GlobalGain = timeelapsed/totaltime;
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sm->UpdateListenerSettings(CK_LISTENERSETTINGS_GAIN,set);
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if(timeelapsed == totaltime) { // the fade is finished
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beh->ActivateOutput(0);
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return CKBR_OK;
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}
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}
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return CKBR_ACTIVATENEXTFRAME;
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}
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