This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.getNumContacts())
		        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() == 0)
		        {
			        need_sound = false;

			        // reuse the existing sound source
			        sounds[i].setEnabled(1);
			        sounds[i].setGain(MathLib.saturate(volume));
			        sounds[i].setWorldTransform(MathLib.translate(position));
					Sound.get().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.setOcclusion(0);
		        s.setMinDistance(10.0f);
		        s.setMaxDistance(100.0f);
                s.setGain(MathLib.saturate(volume));
                s.setWorldTransform(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.release();
	        Editor.get().addNode(object_mesh.getNode());
	        object_mesh.setMaterial("mesh_base", "*");
	        object_mesh.setProperty("surface_base", "*");
	        object_mesh.setWorldTransform(MathLib.translate(position));

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

        }

		public override int 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 1;
		}

		public override int 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 1;
		}

		public override int render()
		{

			return 1;
		}

		public override int flush()
		{

			return 1;
		}
		// end of the main loop

		public override int shutdown()
		{

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


			return 1;
		}

		public override int destroy()
		{

			return 1;
		}

		public override int save(Stream stream)
		{

			return 1;
		}

		public override int restore(Stream stream)
		{

			return 1;
		}
	}
}
Last update: 2018-08-10
Build: ()