Files
adminandClaude Fable 5 a36f398b94 Add Steam Audio 4.8.1 spatializer plugin
Official Unity package under Assets/Plugins/SteamAudio; enabled as
Spatializer + Ambisonic Decoder in the audio settings (HRTF: sounds
behind the listener are filtered/muffled directionally). Download
staging Tools/SteamAudio/ gitignored.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:30 +02:00

116 lines
3.7 KiB
C#

//
// Copyright 2017-2023 Valve Corporation.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System.Threading.Tasks;
using UnityEngine;
namespace SteamAudio
{
public class SteamAudioStaticMesh : MonoBehaviour
{
[Header("Export Settings")]
public SerializedData asset = null;
public string sceneNameWhenExported = "";
#if STEAMAUDIO_ENABLED
StaticMesh mStaticMesh = null;
Task<StaticMesh> mTask = null;
bool mShouldLoadAsync = false;
void Start()
{
if (asset == null)
{
Debug.LogWarningFormat("No asset set for Steam Audio Static Mesh in scene {0}. Export the scene before clicking Play.",
gameObject.scene.name);
}
// Only load the static mesh asynchronously if we're using the default scene type. In particular, with
// Embree, explicit synchronization would be required, such that if a Task is loading a static mesh
// asynchronously, then we don't run any simulations on the simulation thread at the same time.
if (SteamAudioManager.GetSceneType() == SceneType.Default)
{
mShouldLoadAsync = true;
}
}
void OnDestroy()
{
if (mStaticMesh != null)
{
mStaticMesh.Release();
}
else if (mTask != null)
{
mTask.ContinueWith(static e => e.Result.Release());
}
}
void OnEnable()
{
if (mStaticMesh != null)
{
mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
void OnDisable()
{
if (mStaticMesh != null && SteamAudioManager.CurrentScene != null)
{
mStaticMesh.RemoveFromScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
void Update()
{
if (mStaticMesh == null && asset != null)
{
if (mShouldLoadAsync)
{
if (mTask == null)
{
mTask = Task.Run(() => new StaticMesh(SteamAudioManager.Context, SteamAudioManager.CurrentScene, asset));
}
else if (mTask.IsCompleted)
{
mStaticMesh = mTask.Result;
mTask = null;
if (enabled)
{
mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
}
else
{
mStaticMesh = new StaticMesh(SteamAudioManager.Context, SteamAudioManager.CurrentScene, asset);
if (enabled)
{
mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
}
}
#endif
}
}