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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Playing Sounds on Collisions

The example below demonstrates how to:

  • Create a new sound source.
  • Update settings of the existing sound source.
  • Implement a contact callback that plays a sound at a contact with a physical body.
Notice
The sound file used in the example can be found in the <UnigineSDK>/data/samples/sounds/sounds folder. You can also specify any other file, including .mp3.

AppWorldLogic.cs:

Source code (C#)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif

namespace UnigineApp
{
    class AppWorldLogic : WorldLogic
    {
        // World logic, it takes effect only when the world is loaded.
        // These methods are called right after corresponding world script's (UnigineScript) methods.

        public struct ContactArguments
        {
            public Body body;
            public int num;

            public ContactArguments(Body body, int num)
            {
                this.body = body;
                this.num = num;
            }
        };

        public List<ContactArguments> callbacks = new List<ContactArguments>();
        public List<SoundSource> sounds = new List<SoundSource>();

        public AppWorldLogic()
        {
        }

        public void contact_callback(Body body, int num)
        {
            callbacks.Add(new ContactArguments(body, num));
        }

        public void contact_callback_handler(Body body, int num)
        {

            if (num >= body.NumContacts)
                return;

            // get coordinates of the contact point
            Vec3 position = body.GetContactPoint(num);
            // get the relative impulse in the contact point
            float impulse = body.GetContactImpulse(num);
            // calculate volume of the sound played for the contact
            float volume = impulse * 0.5f - 1.0f;

            // a flag indicating that no sounds have played yet
            bool need_sound = true;

            for (int i = 0; i < sounds.Count; i++)
            {
                if (sounds[i].IsPlaying)
                {
                    need_sound = false;

                    // reuse the existing sound source
                    sounds[i].Enabled = true;
                    sounds[i].Gain = MathLib.Saturate(volume);
                    sounds[i].WorldTransform = MathLib.Translate(position);
                    Sound.RenderWorld(1);
                    sounds[i].Play();
                    break;
                }
            }
            if (need_sound)
            {
                // create a new sound source
                SoundSource s = new SoundSource("static_impact_00.wav");
                // specify necessary settings for the sound source
                s.Occlusion = 0;
                s.MinDistance = 10.0f;
                s.MaxDistance = 100.0f;
                s.Gain = MathLib.Saturate(volume);
                s.WorldTransform = MathLib.Translate(position);
                // play the sound source
                s.Play();

                // append the sound to the vector of the playing sounds
                sounds.Add(s);
            }
        }

        // method creating a box mesh with a physical body
        public void create_box(Vec3 position)
        {

            Mesh mesh = new Mesh();
            mesh.AddBoxSurface("box_0", new vec3(0.5f));
            ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
            object_mesh.SetMaterial("mesh_base", "*");
            object_mesh.WorldTransform = MathLib.Translate(position);
			object.SetCollision(1, 0);

            BodyRigid body = new BodyRigid(object_mesh);
            new ShapeBox(body, new vec3(0.5f));
            // set a callback function that is run when a contact with the box occurs
            body.AddContactCallback(contact_callback);

        }

        public override bool Init()
        {

            // create box meshes
            for (int i = -5; i <= 5; i++)
            {
                create_box(new Vec3(0.0f, i * 2.0f, 8.0f + i * 1.0f));
            }
            // create another box mesh
            create_box(new Vec3(5.0f, 10.0f, 50.0f));

            sounds.Clear();
            callbacks.Clear();

            return true;
        }

        public override bool Update()
        {

            if (callbacks.Count > 0)
            {
                for (int i = 0; i < callbacks.Count; i++)
                {
                    contact_callback_handler(callbacks[i].body, callbacks[i].num);
                    callbacks.Remove(callbacks[i]);
                }
                callbacks.Clear();
            }

            return true;
        }

        public override bool PostUpdate()
        {

            return true;
        }

        public override bool UpdatePhysics()
        {

            return true;
        }
        // end of the main loop

        public override bool Shutdown()
        {

            foreach (var s in sounds)
                s.clearPtr();
            sounds.Clear();


            return true;
        }

        public override bool DestroyRenderResources()
        {

            return true;
        }

        public override bool Save(Stream stream)
        {

            return true;
        }

        public override bool Restore(Stream stream)
        {

            return true;
        }
    }
}
Last update: 2020-04-10
Build: ()