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FMOD END USER LICENCE AGREEMENT
|
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===============================
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This End User Licence Agreement (EULA) is a legal agreement between you and
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Firelight Technologies Pty Ltd (ACN 099 182 448) (us or we) and governs your
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use of FMOD Studio and FMOD Engine, together the Software.
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1. GRANT OF LICENCE
|
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|
||||
1.1 FMOD Studio
|
||||
|
||||
This EULA grants you the right to use FMOD Studio, being the desktop
|
||||
application for adaptive audio content creation, for all use, including
|
||||
Commercial use, subject to the following:
|
||||
|
||||
i. FMOD Studio is used to create content for use with the FMOD Engine
|
||||
only;
|
||||
ii. FMOD Studio is not redistributed in any form.
|
||||
|
||||
1.2 FMOD Engine
|
||||
|
||||
This EULA grants you the right to use the FMOD Engine, 'FMOD Ex' or 'FMOD 3'
|
||||
being the run-time engines for adaptive audio playback, without payment, for
|
||||
personal (hobbyist), educational (students and teachers) or Non-Commercial use,
|
||||
subject to the following:
|
||||
|
||||
i. FMOD Engine is integrated and redistributed in a software application
|
||||
(Product) only;
|
||||
ii. FMOD Engine is not distributed as part of a game engine or tool set;
|
||||
iii. FMOD Engine is not used in any Commercial enterprise or for any
|
||||
Commercial production or subcontracting, except for the purposes of
|
||||
Evaluation or Development of a Commercial Product;
|
||||
iv. Non-Commercial use does not involve any form of monetisation,
|
||||
sponsorship or promotion;
|
||||
v. Product includes attribution in accordance with Clause 3.
|
||||
|
||||
This EULA grants you the right to use FMOD Engine, for limited Commercial
|
||||
use, subject to the following:
|
||||
|
||||
i. Development budget of the project is less than $600k USD (Refer to
|
||||
https://www.fmod.com/licensing#licensing-faq) for information);
|
||||
ii. Total gross revenue / funding per year for the developer, before
|
||||
expenses, is less than $200k USD (Refer to
|
||||
https://www.fmod.com/licensing#licensing-faq for information);
|
||||
iii. FMOD Engine is integrated and redistributed in a game application
|
||||
(Product) only;
|
||||
iv. FMOD Engine is not distributed as part of a game engine or tool set;
|
||||
v. FMOD Engine is not distributed as part of a Product with the intent
|
||||
to be commercially exploited by another business or institution;
|
||||
vi. Project is registered in your profile page at
|
||||
https://www.fmod.com/profile#projects;
|
||||
vii. Product includes attribution in accordance with Clause 3.
|
||||
|
||||
This EULA does not grant you the right to use 'FMOD Ex' or 'FMOD 3', for
|
||||
Commercial use. A custom commercial license must be acquired from Firelight
|
||||
Technologies by contacting sales@fmod.com.
|
||||
|
||||
1.3 FMOD SDK
|
||||
|
||||
This EULA grants you the right to use the FMOD SDK, interfacing either 'FMOD
|
||||
Engine', 'FMOD Ex' or 'FMOD 3', comprising the programming interface
|
||||
specification, documentation and examples subject to the following:
|
||||
|
||||
i. FMOD SDK is used to develop a software application using the FMOD
|
||||
Engine;
|
||||
ii. FMOD SDK is used to develop an external DSP, Output or Codec plugin;
|
||||
iii. FMOD SDK files are not be distributed with the exception of the FMOD
|
||||
Engine run-time libraries (.DLL, .SO for example).
|
||||
|
||||
1.4 FMOD example code and media
|
||||
|
||||
This EULA grants you the right to use FMOD example code, being all or snippets
|
||||
of source code files located in the FMOD API examples folder and scripting
|
||||
examples in the documentation, for all use, including Commercial use, subject
|
||||
to the following:
|
||||
|
||||
i. Media files included in FMOD examples, including wav, ogg, mp3, fsb
|
||||
and bank files, are not to be redistributed.
|
||||
|
||||
2.OTHER USE
|
||||
|
||||
For all Commercial use, and any Non Commercial use not permitted by this
|
||||
license, a separate license is required. Refer to www.fmod.com/licensing for
|
||||
information.
|
||||
|
||||
3. CREDITS
|
||||
|
||||
All Products require an in game credit line which must include the words “FMOD”
|
||||
and “Firelight Technologies Pty Ltd.” Refer to www.fmod.com/attribution for
|
||||
examples.
|
||||
|
||||
4. INTELLECTUAL PROPERTY RIGHTS
|
||||
|
||||
We are and remain at all times the owner of the Software (including all
|
||||
intellectual property rights in or to the Software). For the avoidance of doubt,
|
||||
nothing in this EULA may be deemed to grant or assign to you any proprietary or
|
||||
ownership interest or intellectual property rights in or to the Software other
|
||||
than the rights licensed pursuant to Clause 1.
|
||||
|
||||
You acknowledge and agree that you have no right, title or interest in and to
|
||||
the intellectual property rights in the Software.
|
||||
|
||||
5. SECURITY AND RISK
|
||||
|
||||
You are responsible for protecting the Software and any related materials at all
|
||||
times from unauthorised access, use or damage.
|
||||
|
||||
6. WARRANTY AND LIMITATION OF LIABILITY
|
||||
|
||||
The Software is provided by us “as is” and, to the maximum extent permitted by
|
||||
law, any express or implied warranties of any kind, including (but not limited
|
||||
to) all implied warranties of merchantability and fitness for a particular
|
||||
purpose are disclaimed.
|
||||
|
||||
In no event shall we (and our employees, contractors and subcontractors),
|
||||
developers and contributors be liable for any direct, special, indirect or
|
||||
consequential damages whatsoever resulting from loss of data or profits, whether
|
||||
in an action of contract, negligence or other tortious conduct, arising out of
|
||||
or in connection with the use or performance of the Software.
|
||||
|
||||
7. OGG VORBIS CODEC
|
||||
|
||||
FMOD uses the Ogg Vorbis codec © 2002, Xiph.Org Foundation.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification,
|
||||
are permitted provided that the following conditions are met:
|
||||
|
||||
i. Redistributions of source code must retain the above copyright notice,
|
||||
the list of conditions and the following disclaimer.
|
||||
|
||||
ii. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other material provided with the distribution.
|
||||
|
||||
iii. Neither the name of the Xiph.org Foundation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from this
|
||||
software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
|
||||
CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES,
|
||||
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
|
||||
OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
||||
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
8. RESONANCE AUDIO SDK
|
||||
|
||||
FMOD includes Resonance Audio SDK, licensed under the Apache Licence, Version
|
||||
2.0 (the Licence); 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.
|
||||
|
||||
8. ANDROID PLATFORM CODE
|
||||
|
||||
Copyright (C) 2010 The Android Open Source Project All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification,
|
||||
are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
||||
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
|
||||
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
|
||||
OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
|
||||
AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
|
||||
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGE.
|
||||
|
||||
9. AUDIOMOTORS DEMO CONTENT
|
||||
|
||||
The audiogaming_audiomotors_demo_engine.agp file is provided for evaluation
|
||||
purposes only and is not to be redistributed. AudioMotors V2 Pro is required to
|
||||
create your own engine content. Refer to https://lesound.io for information.
|
||||
|
||||
---------------------------
|
||||
Last updated 17th Jun 2024.
|
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|
|||
Welcome to FMOD for Unity
|
||||
|
||||
This package allows you to easily play back audio events created in FMOD Studio
|
||||
within your Unity project.
|
||||
|
||||
The best place to start is with our online documentation:
|
||||
https://fmod.com/docs/2.02/unity
|
||||
|
||||
If you prefer a more step-by-step guide, try our integration tutorial that
|
||||
builds on the familiar Karting Microgame:
|
||||
https://fmod.com/unity-integrate
|
||||
|
||||
For support, join the conversation on our Unity forums:
|
||||
https://qa.fmod.com/c/unity
|
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{
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"FMODUnityResonance"
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],
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// Copyright 2017 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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||||
//
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// http://www.apache.org/licenses/LICENSE-2.0
|
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//
|
||||
// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
|
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// 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 UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
|
||||
namespace FMODUnityResonance
|
||||
{
|
||||
/// A custom editor for properties on the FmodResonanceAudioRoom script. This appears in the
|
||||
/// Inspector window of a FmodResonanceAudioRoom object.
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||||
[CustomEditor(typeof(FmodResonanceAudioRoom))]
|
||||
[CanEditMultipleObjects]
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public class FmodResonanceAudioRoomEditor : Editor
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||||
{
|
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private SerializedProperty leftWall = null;
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private SerializedProperty rightWall = null;
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private SerializedProperty floor = null;
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private SerializedProperty ceiling = null;
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private SerializedProperty backWall = null;
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private SerializedProperty frontWall = null;
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private SerializedProperty reflectivity = null;
|
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private SerializedProperty reverbGainDb = null;
|
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private SerializedProperty reverbBrightness = null;
|
||||
private SerializedProperty reverbTime = null;
|
||||
private SerializedProperty size = null;
|
||||
|
||||
private GUIContent surfaceMaterialsLabel = new GUIContent("Surface Materials",
|
||||
"Room surface materials to calculate the acoustic properties of the room.");
|
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private GUIContent surfaceMaterialLabel = new GUIContent("Surface Material",
|
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"Surface material used to calculate the acoustic properties of the room.");
|
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private GUIContent reflectivityLabel = new GUIContent("Reflectivity",
|
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"Adjusts what proportion of the direct sound is reflected back by each surface, after an " +
|
||||
"appropriate delay. Reverberation is unaffected by this setting.");
|
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private GUIContent reverbGainLabel = new GUIContent("Gain (dB)",
|
||||
"Applies a gain adjustment to the reverberation in the room. The default value will leave " +
|
||||
"reverb unaffected.");
|
||||
private GUIContent reverbPropertiesLabel = new GUIContent("Reverb Properties",
|
||||
"Parameters to adjust the reverb properties of the room.");
|
||||
private GUIContent reverbBrightnessLabel = new GUIContent("Brightness",
|
||||
"Adjusts the balance between high and low frequencies in the reverb.");
|
||||
private GUIContent reverbTimeLabel = new GUIContent("Time",
|
||||
"Adjusts the overall duration of the reverb by a positive scaling factor.");
|
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private GUIContent sizeLabel = new GUIContent("Size", "Sets the room dimensions.");
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
leftWall = serializedObject.FindProperty("LeftWall");
|
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rightWall = serializedObject.FindProperty("RightWall");
|
||||
floor = serializedObject.FindProperty("Floor");
|
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ceiling = serializedObject.FindProperty("Ceiling");
|
||||
backWall = serializedObject.FindProperty("BackWall");
|
||||
frontWall = serializedObject.FindProperty("FrontWall");
|
||||
reflectivity = serializedObject.FindProperty("Reflectivity");
|
||||
reverbGainDb = serializedObject.FindProperty("ReverbGainDb");
|
||||
reverbBrightness = serializedObject.FindProperty("ReverbBrightness");
|
||||
reverbTime = serializedObject.FindProperty("ReverbTime");
|
||||
size = serializedObject.FindProperty("Size");
|
||||
}
|
||||
|
||||
/// @cond
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
// Add clickable script field, as would have been provided by DrawDefaultInspector()
|
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MonoScript script = MonoScript.FromMonoBehaviour(target as MonoBehaviour);
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.ObjectField("Script", script, typeof(MonoScript), false);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
EditorGUILayout.LabelField(surfaceMaterialsLabel);
|
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++EditorGUI.indentLevel;
|
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DrawSurfaceMaterial(leftWall);
|
||||
DrawSurfaceMaterial(rightWall);
|
||||
DrawSurfaceMaterial(floor);
|
||||
DrawSurfaceMaterial(ceiling);
|
||||
DrawSurfaceMaterial(backWall);
|
||||
DrawSurfaceMaterial(frontWall);
|
||||
--EditorGUI.indentLevel;
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.Slider(reflectivity, 0.0f, FmodResonanceAudio.MaxReflectivity, reflectivityLabel);
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.LabelField(reverbPropertiesLabel);
|
||||
++EditorGUI.indentLevel;
|
||||
EditorGUILayout.Slider(reverbGainDb, FmodResonanceAudio.MinGainDb, FmodResonanceAudio.MaxGainDb,
|
||||
reverbGainLabel);
|
||||
EditorGUILayout.Slider(reverbBrightness, FmodResonanceAudio.MinReverbBrightness,
|
||||
FmodResonanceAudio.MaxReverbBrightness, reverbBrightnessLabel);
|
||||
EditorGUILayout.Slider(reverbTime, 0.0f, FmodResonanceAudio.MaxReverbTime, reverbTimeLabel);
|
||||
--EditorGUI.indentLevel;
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.PropertyField(size, sizeLabel);
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
/// @endcond
|
||||
|
||||
private void DrawSurfaceMaterial(SerializedProperty surfaceMaterial)
|
||||
{
|
||||
surfaceMaterialLabel.text = surfaceMaterial.displayName;
|
||||
EditorGUILayout.PropertyField(surfaceMaterial, surfaceMaterialLabel);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
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guid: 935c6716e27bd481e97897dd9e1de595
|
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timeCreated: 1511395157
|
||||
licenseType: Store
|
||||
MonoImporter:
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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|
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fileFormatVersion: 2
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guid: 05a6a02c28ee77a49b6fcadf67aff3b7
|
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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|
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{
|
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"name": "FMODUnityResonance",
|
||||
"references": [
|
||||
"FMODUnity"
|
||||
],
|
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"includePlatforms": [],
|
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
|
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"defineConstraints": [],
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"noEngineReferences": false
|
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}
|
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fileFormatVersion: 2
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guid: 44d09cf463b68274884d8a3c8a94e528
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userData:
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@ -0,0 +1,290 @@
|
|||
// Copyright 2017 Google Inc. All rights reserved.
|
||||
//
|
||||
// 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 UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
using FMODUnity;
|
||||
|
||||
namespace FMODUnityResonance
|
||||
{
|
||||
/// This is the main Resonance Audio class that communicates with the FMOD Unity integration. Native
|
||||
/// functions of the system can only be called through this class to preserve the internal system
|
||||
/// functionality.
|
||||
public static class FmodResonanceAudio
|
||||
{
|
||||
/// Maximum allowed gain value in decibels.
|
||||
public const float MaxGainDb = 24.0f;
|
||||
|
||||
/// Minimum allowed gain value in decibels.
|
||||
public const float MinGainDb = -24.0f;
|
||||
|
||||
/// Maximum allowed reverb brightness modifier value.
|
||||
public const float MaxReverbBrightness = 1.0f;
|
||||
|
||||
/// Minimum allowed reverb brightness modifier value.
|
||||
public const float MinReverbBrightness = -1.0f;
|
||||
|
||||
/// Maximum allowed reverb time modifier value.
|
||||
public const float MaxReverbTime = 3.0f;
|
||||
|
||||
/// Maximum allowed reflectivity multiplier of a room surface material.
|
||||
public const float MaxReflectivity = 2.0f;
|
||||
|
||||
// Right-handed to left-handed matrix converter (and vice versa).
|
||||
private static readonly Matrix4x4 flipZ = Matrix4x4.Scale(new Vector3(1, 1, -1));
|
||||
|
||||
// Get a handle to the Resonance Audio Listener FMOD Plugin.
|
||||
private static readonly string listenerPluginName = "Resonance Audio Listener";
|
||||
|
||||
// Size of |RoomProperties| struct in bytes.
|
||||
private static readonly int roomPropertiesSize = FMOD.MarshalHelper.SizeOf(typeof(RoomProperties));
|
||||
|
||||
// Plugin data parameter index for the room properties.
|
||||
private static readonly int roomPropertiesIndex = 1;
|
||||
|
||||
// Boundaries instance to be used in room detection logic.
|
||||
private static Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
|
||||
|
||||
// Container to store the currently active rooms in the scene.
|
||||
private static List<FmodResonanceAudioRoom> enabledRooms = new List<FmodResonanceAudioRoom>();
|
||||
|
||||
// Current listener position.
|
||||
private static FMOD.VECTOR listenerPositionFmod = new FMOD.VECTOR();
|
||||
|
||||
// FMOD Resonance Audio Listener Plugin.
|
||||
private static FMOD.DSP listenerPlugin;
|
||||
|
||||
/// Updates the room effects of the environment with given |room| properties.
|
||||
/// @note This should only be called from the main Unity thread.
|
||||
public static void UpdateAudioRoom(FmodResonanceAudioRoom room, bool roomEnabled)
|
||||
{
|
||||
// Update the enabled rooms list.
|
||||
if (roomEnabled)
|
||||
{
|
||||
if (!enabledRooms.Contains(room))
|
||||
{
|
||||
enabledRooms.Add(room);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
enabledRooms.Remove(room);
|
||||
}
|
||||
// Update the current room effects to be applied.
|
||||
if (enabledRooms.Count > 0)
|
||||
{
|
||||
FmodResonanceAudioRoom currentRoom = enabledRooms[enabledRooms.Count - 1];
|
||||
RoomProperties roomProperties = GetRoomProperties(currentRoom);
|
||||
// Pass the room properties into a pointer.
|
||||
IntPtr roomPropertiesPtr = Marshal.AllocHGlobal(roomPropertiesSize);
|
||||
Marshal.StructureToPtr(roomProperties, roomPropertiesPtr, false);
|
||||
ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(roomPropertiesPtr,
|
||||
roomPropertiesSize));
|
||||
Marshal.FreeHGlobal(roomPropertiesPtr);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set the room properties to a null room, which will effectively disable the room effects.
|
||||
ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(IntPtr.Zero, 0));
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns whether the listener is currently inside the given |room| boundaries.
|
||||
public static bool IsListenerInsideRoom(FmodResonanceAudioRoom room)
|
||||
{
|
||||
// Compute the room position relative to the listener.
|
||||
FMOD.VECTOR unused;
|
||||
RuntimeManager.CoreSystem.get3DListenerAttributes(0, out listenerPositionFmod, out unused,
|
||||
out unused, out unused);
|
||||
Vector3 listenerPosition = new Vector3(listenerPositionFmod.x, listenerPositionFmod.y,
|
||||
listenerPositionFmod.z);
|
||||
Vector3 relativePosition = listenerPosition - room.transform.position;
|
||||
Quaternion rotationInverse = Quaternion.Inverse(room.transform.rotation);
|
||||
// Set the size of the room as the boundary and return whether the listener is inside.
|
||||
bounds.size = Vector3.Scale(room.transform.lossyScale, room.Size);
|
||||
return bounds.Contains(rotationInverse * relativePosition);
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct RoomProperties
|
||||
{
|
||||
// Center position of the room in world space.
|
||||
public float PositionX;
|
||||
public float PositionY;
|
||||
public float PositionZ;
|
||||
|
||||
// Rotation (quaternion) of the room in world space.
|
||||
public float RotationX;
|
||||
public float RotationY;
|
||||
public float RotationZ;
|
||||
public float RotationW;
|
||||
|
||||
// Size of the shoebox room in world space.
|
||||
public float DimensionsX;
|
||||
public float DimensionsY;
|
||||
public float DimensionsZ;
|
||||
|
||||
// Material name of each surface of the shoebox room.
|
||||
public FmodResonanceAudioRoom.SurfaceMaterial MaterialLeft;
|
||||
public FmodResonanceAudioRoom.SurfaceMaterial MaterialRight;
|
||||
public FmodResonanceAudioRoom.SurfaceMaterial MaterialBottom;
|
||||
public FmodResonanceAudioRoom.SurfaceMaterial MaterialTop;
|
||||
public FmodResonanceAudioRoom.SurfaceMaterial MaterialFront;
|
||||
public FmodResonanceAudioRoom.SurfaceMaterial MaterialBack;
|
||||
|
||||
// User defined uniform scaling factor for reflectivity. This parameter has no effect when set
|
||||
// to 1.0f.
|
||||
public float ReflectionScalar;
|
||||
|
||||
// User defined reverb tail gain multiplier. This parameter has no effect when set to 0.0f.
|
||||
public float ReverbGain;
|
||||
|
||||
// Adjusts the reverberation time across all frequency bands. RT60 values are multiplied by this
|
||||
// factor. Has no effect when set to 1.0f.
|
||||
public float ReverbTime;
|
||||
|
||||
// Controls the slope of a line from the lowest to the highest RT60 values (increases high
|
||||
// frequency RT60s when positive, decreases when negative). Has no effect when set to 0.0f.
|
||||
public float ReverbBrightness;
|
||||
};
|
||||
|
||||
// Returns the FMOD Resonance Audio Listener Plugin.
|
||||
private static FMOD.DSP ListenerPlugin
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!listenerPlugin.hasHandle())
|
||||
{
|
||||
listenerPlugin = Initialize();
|
||||
}
|
||||
return listenerPlugin;
|
||||
}
|
||||
}
|
||||
|
||||
// Converts given |db| value to its amplitude equivalent where 'dB = 20 * log10(amplitude)'.
|
||||
private static float ConvertAmplitudeFromDb(float db)
|
||||
{
|
||||
return Mathf.Pow(10.0f, 0.05f * db);
|
||||
}
|
||||
|
||||
// Converts given |position| and |rotation| from Unity space to audio space.
|
||||
private static void ConvertAudioTransformFromUnity(ref Vector3 position,
|
||||
ref Quaternion rotation)
|
||||
{
|
||||
// Compose the transformation matrix.
|
||||
Matrix4x4 transformMatrix = Matrix4x4.TRS(position, rotation, Vector3.one);
|
||||
// Convert the transformation matrix from left-handed to right-handed.
|
||||
transformMatrix = flipZ * transformMatrix * flipZ;
|
||||
// Update |position| and |rotation| respectively.
|
||||
position = transformMatrix.GetColumn(3);
|
||||
rotation = Quaternion.LookRotation(transformMatrix.GetColumn(2), transformMatrix.GetColumn(1));
|
||||
}
|
||||
|
||||
// Returns a byte array of |length| created from |ptr|.
|
||||
private static byte[] GetBytes(IntPtr ptr, int length)
|
||||
{
|
||||
if (ptr != IntPtr.Zero)
|
||||
{
|
||||
byte[] byteArray = new byte[length];
|
||||
Marshal.Copy(ptr, byteArray, 0, length);
|
||||
return byteArray;
|
||||
}
|
||||
// Return an empty array if the pointer is null.
|
||||
return new byte[1];
|
||||
}
|
||||
|
||||
// Returns room properties of the given |room|.
|
||||
private static RoomProperties GetRoomProperties(FmodResonanceAudioRoom room)
|
||||
{
|
||||
RoomProperties roomProperties;
|
||||
Vector3 position = room.transform.position;
|
||||
Quaternion rotation = room.transform.rotation;
|
||||
Vector3 scale = Vector3.Scale(room.transform.lossyScale, room.Size);
|
||||
ConvertAudioTransformFromUnity(ref position, ref rotation);
|
||||
roomProperties.PositionX = position.x;
|
||||
roomProperties.PositionY = position.y;
|
||||
roomProperties.PositionZ = position.z;
|
||||
roomProperties.RotationX = rotation.x;
|
||||
roomProperties.RotationY = rotation.y;
|
||||
roomProperties.RotationZ = rotation.z;
|
||||
roomProperties.RotationW = rotation.w;
|
||||
roomProperties.DimensionsX = scale.x;
|
||||
roomProperties.DimensionsY = scale.y;
|
||||
roomProperties.DimensionsZ = scale.z;
|
||||
roomProperties.MaterialLeft = room.LeftWall;
|
||||
roomProperties.MaterialRight = room.RightWall;
|
||||
roomProperties.MaterialBottom = room.Floor;
|
||||
roomProperties.MaterialTop = room.Ceiling;
|
||||
roomProperties.MaterialFront = room.FrontWall;
|
||||
roomProperties.MaterialBack = room.BackWall;
|
||||
roomProperties.ReverbGain = ConvertAmplitudeFromDb(room.ReverbGainDb);
|
||||
roomProperties.ReverbTime = room.ReverbTime;
|
||||
roomProperties.ReverbBrightness = room.ReverbBrightness;
|
||||
roomProperties.ReflectionScalar = room.Reflectivity;
|
||||
return roomProperties;
|
||||
}
|
||||
|
||||
// Initializes and returns the FMOD Resonance Audio Listener Plugin.
|
||||
private static FMOD.DSP Initialize()
|
||||
{
|
||||
// Search through all busses on in banks.
|
||||
int numBanks = 0;
|
||||
FMOD.DSP dsp = new FMOD.DSP();
|
||||
FMOD.Studio.Bank[] banks = null;
|
||||
RuntimeManager.StudioSystem.getBankCount(out numBanks);
|
||||
RuntimeManager.StudioSystem.getBankList(out banks);
|
||||
for (int currentBank = 0; currentBank < numBanks; ++currentBank)
|
||||
{
|
||||
int numBusses = 0;
|
||||
FMOD.Studio.Bus[] busses = null;
|
||||
banks[currentBank].getBusCount(out numBusses);
|
||||
banks[currentBank].getBusList(out busses);
|
||||
for (int currentBus = 0; currentBus < numBusses; ++currentBus)
|
||||
{
|
||||
// Make sure the channel group of the current bus is assigned properly.
|
||||
string busPath = null;
|
||||
busses[currentBus].getPath(out busPath);
|
||||
RuntimeManager.StudioSystem.getBus(busPath, out busses[currentBus]);
|
||||
busses[currentBus].lockChannelGroup();
|
||||
RuntimeManager.StudioSystem.flushCommands();
|
||||
FMOD.ChannelGroup channelGroup;
|
||||
busses[currentBus].getChannelGroup(out channelGroup);
|
||||
if (channelGroup.hasHandle())
|
||||
{
|
||||
int numDsps = 0;
|
||||
channelGroup.getNumDSPs(out numDsps);
|
||||
for (int currentDsp = 0; currentDsp < numDsps; ++currentDsp)
|
||||
{
|
||||
channelGroup.getDSP(currentDsp, out dsp);
|
||||
string dspNameSb;
|
||||
int unusedInt = 0;
|
||||
uint unusedUint = 0;
|
||||
dsp.getInfo(out dspNameSb, out unusedUint, out unusedInt, out unusedInt, out unusedInt);
|
||||
if (dspNameSb.ToString().Equals(listenerPluginName) && dsp.hasHandle())
|
||||
{
|
||||
return dsp;
|
||||
}
|
||||
}
|
||||
}
|
||||
busses[currentBus].unlockChannelGroup();
|
||||
}
|
||||
}
|
||||
RuntimeUtils.DebugLogError(listenerPluginName + " not found in the FMOD project.");
|
||||
return dsp;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6794e6301575a445d8588930a0752568
|
||||
timeCreated: 1511395157
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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|
@ -0,0 +1,121 @@
|
|||
// Copyright 2017 Google Inc. All rights reserved.
|
||||
//
|
||||
// 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 UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using System.Collections;
|
||||
|
||||
namespace FMODUnityResonance
|
||||
{
|
||||
/// Resonance Audio room component that simulates environmental effects of a room with respect to
|
||||
/// the properties of the attached game object.
|
||||
[AddComponentMenu("ResonanceAudio/FmodResonanceAudioRoom")]
|
||||
public class FmodResonanceAudioRoom : MonoBehaviour
|
||||
{
|
||||
/// Material type that determines the acoustic properties of a room surface.
|
||||
public enum SurfaceMaterial
|
||||
{
|
||||
Transparent = 0, ///< Transparent
|
||||
AcousticCeilingTiles = 1, ///< Acoustic ceiling tiles
|
||||
BrickBare = 2, ///< Brick, bare
|
||||
BrickPainted = 3, ///< Brick, painted
|
||||
ConcreteBlockCoarse = 4, ///< Concrete block, coarse
|
||||
ConcreteBlockPainted = 5, ///< Concrete block, painted
|
||||
CurtainHeavy = 6, ///< Curtain, heavy
|
||||
FiberglassInsulation = 7, ///< Fiberglass insulation
|
||||
GlassThin = 8, ///< Glass, thin
|
||||
GlassThick = 9, ///< Glass, thick
|
||||
Grass = 10, ///< Grass
|
||||
LinoleumOnConcrete = 11, ///< Linoleum on concrete
|
||||
Marble = 12, ///< Marble
|
||||
Metal = 13, ///< Galvanized sheet metal
|
||||
ParquetOnConcrete = 14, ///< Parquet on concrete
|
||||
PlasterRough = 15, ///< Plaster, rough
|
||||
PlasterSmooth = 16, ///< Plaster, smooth
|
||||
PlywoodPanel = 17, ///< Plywood panel
|
||||
PolishedConcreteOrTile = 18, ///< Polished concrete or tile
|
||||
Sheetrock = 19, ///< Sheetrock
|
||||
WaterOrIceSurface = 20, ///< Water or ice surface
|
||||
WoodCeiling = 21, ///< Wood ceiling
|
||||
WoodPanel = 22 ///< Wood panel
|
||||
}
|
||||
|
||||
/// Room surface material in negative x direction.
|
||||
[FormerlySerializedAs("leftWall")]
|
||||
public SurfaceMaterial LeftWall = SurfaceMaterial.ConcreteBlockCoarse;
|
||||
|
||||
/// Room surface material in positive x direction.
|
||||
[FormerlySerializedAs("rightWall")]
|
||||
public SurfaceMaterial RightWall = SurfaceMaterial.ConcreteBlockCoarse;
|
||||
|
||||
/// Room surface material in negative y direction.
|
||||
[FormerlySerializedAs("floor")]
|
||||
public SurfaceMaterial Floor = SurfaceMaterial.ParquetOnConcrete;
|
||||
|
||||
/// Room surface material in positive y direction.
|
||||
[FormerlySerializedAs("ceiling")]
|
||||
public SurfaceMaterial Ceiling = SurfaceMaterial.PlasterRough;
|
||||
|
||||
/// Room surface material in negative z direction.
|
||||
[FormerlySerializedAs("backWall")]
|
||||
public SurfaceMaterial BackWall = SurfaceMaterial.ConcreteBlockCoarse;
|
||||
|
||||
/// Room surface material in positive z direction.
|
||||
[FormerlySerializedAs("frontWall")]
|
||||
public SurfaceMaterial FrontWall = SurfaceMaterial.ConcreteBlockCoarse;
|
||||
|
||||
/// Reflectivity scalar for each surface of the room.
|
||||
[FormerlySerializedAs("reflectivity")]
|
||||
public float Reflectivity = 1.0f;
|
||||
|
||||
/// Reverb gain modifier in decibels.
|
||||
[FormerlySerializedAs("reverbGainDb")]
|
||||
public float ReverbGainDb = 0.0f;
|
||||
|
||||
/// Reverb brightness modifier.
|
||||
[FormerlySerializedAs("reverbBrightness")]
|
||||
public float ReverbBrightness = 0.0f;
|
||||
|
||||
/// Reverb time modifier.
|
||||
[FormerlySerializedAs("reverbTime")]
|
||||
public float ReverbTime = 1.0f;
|
||||
|
||||
/// Size of the room (normalized with respect to scale of the game object).
|
||||
[FormerlySerializedAs("size")]
|
||||
public Vector3 Size = Vector3.one;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
FmodResonanceAudio.UpdateAudioRoom(this, FmodResonanceAudio.IsListenerInsideRoom(this));
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
FmodResonanceAudio.UpdateAudioRoom(this, false);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
FmodResonanceAudio.UpdateAudioRoom(this, FmodResonanceAudio.IsListenerInsideRoom(this));
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// Draw shoebox model wireframe of the room.
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.DrawWireCube(Vector3.zero, Size);
|
||||
}
|
||||
}
|
||||
}
|
|
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NSLog(@"AVAudioSessionInterruptionNotification: AVAudioSession.setActive() failed: %@", errorMessage);
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return;
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gSuspendCallback(false);
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gSuspendCallback(true);
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{
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// Interruption like Siri can prevent session activation, wait for interruption-ended notification.
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NSLog(@"UIApplicationDidBecomeActiveNotification: AVAudioSession.setActive() failed: %@", errorMessage);
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return;
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// It's possible the system missed sending us an interruption end, so recover here
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if (gIsSuspended)
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gSuspendCallback(false);
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gNeedsReset = false;
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gIsSuspended = false;
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[[NSNotificationCenter defaultCenter] addObserverForName:AVAudioSessionMediaServicesWereResetNotification object:nil queue:nil usingBlock:^(NSNotification *notification)
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gNeedsReset = true;
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else
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// In the foregound but something chopped the media services, need to do a reset.
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gSuspendCallback(true);
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