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string indent = new string(' ', depth * 4); // Indentation for nested levels + string indent = new string(' ', depth * 4); string result = "{\n"; foreach (var kvp in dictionary) { result += indent + $" \"{kvp.Key}\": "; if (kvp.Value is Dictionary<string, object> nestedDict) { - result += DictionaryToString(nestedDict, depth + 1); // Recursive call for nested dictionary + result += DictionaryToString(nestedDict, depth + 1); } else { - result += $"{kvp.Value}"; // Print value directly + result += $"{kvp.Value}"; } - result += ",\n"; // Add a comma and newline after each key-value pair + result += ",\n"; } - result += indent + "}"; // Close the dictionary + result += indent + "}"; return result; } } -// A class to label the data from an input validator -// Also allows for viewing in the inspector [Serializable] public class LabelledInputValidator { public string name; -- GitLab From 05a13c211c168fd59a5451cff787da2e0ca29f2c Mon Sep 17 00:00:00 2001 From: mhby1g21 <mhby1g21@soton.ac.uk> Date: Tue, 14 Jan 2025 19:45:31 +0000 Subject: [PATCH 2/4] quick comment to remove error for steam audio export (TODO add dynamic) --- AVVR/Assets/Scenes/MenuInterface.unity | 40 +++++++++++++++++++----- AVVR/Assets/_Scripts/Assign Materials.cs | 11 +++++++ 2 files changed, 44 insertions(+), 7 deletions(-) diff --git a/AVVR/Assets/Scenes/MenuInterface.unity b/AVVR/Assets/Scenes/MenuInterface.unity index 1e61666..828ded4 100644 --- a/AVVR/Assets/Scenes/MenuInterface.unity +++ b/AVVR/Assets/Scenes/MenuInterface.unity @@ -2507,8 +2507,7 @@ MonoBehaviour: - name: speakers inputValidator: {fileID: 8551979803024852529} buildButton: {fileID: 1673999060} - audioSourcePrefab: {fileID: 0} - panelToDisable: {fileID: 1572829306} + audioSourcePrefab: {fileID: 1342686809196105485, guid: e8704b2cb89ef5f4c900ad41600ea441, type: 3} --- !u!1 &615529042 GameObject: m_ObjectHideFlags: 0 @@ -2760,6 +2759,37 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 641548137} m_CullTransparentMesh: 1 +--- !u!1 &664455804 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 664455805} + m_Layer: 0 + m_Name: RoomWrapperGenerator + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &664455805 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 664455804} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: -0.6986194, y: 0.8400787, z: 0.01000799} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!224 &815677738 stripped RectTransform: m_CorrespondingSourceObject: {fileID: 7759001298716345201, guid: 2c2e4829725baed4f81fa638908f2e91, type: 3} @@ -5742,11 +5772,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d6236b7d0d19f8d49880cd417b94612a, type: 3} m_Name: m_EditorClassIdentifier: ---- !u!1 &1572829306 stripped -GameObject: - m_CorrespondingSourceObject: {fileID: 6608204077774181811, guid: 9a92d51909392834aa8dc2db232d87b8, type: 3} - m_PrefabInstance: {fileID: 1225901047} - m_PrefabAsset: {fileID: 0} --- !u!1 &1573797103 GameObject: m_ObjectHideFlags: 0 @@ -8760,3 +8785,4 @@ SceneRoots: - {fileID: 1225901047} - {fileID: 1600246035} - {fileID: 592246262} + - {fileID: 664455805} diff --git a/AVVR/Assets/_Scripts/Assign Materials.cs b/AVVR/Assets/_Scripts/Assign Materials.cs index d496a3f..02a1131 100644 --- a/AVVR/Assets/_Scripts/Assign Materials.cs +++ b/AVVR/Assets/_Scripts/Assign Materials.cs @@ -70,6 +70,17 @@ public class AssignMaterials : MonoBehaviour public void ExportSteamScene() { + // if in play mode, do not export scene + if (Application.isPlaying) + { + // todo: figure out how to export dynamic objects + // add dynamic object component + //this.gameObject.AddComponent<SteamAudioDynamicObject>(); + // assign steamAudiodynamicobject + //SteamAudioDynamicObject dynamicObject = this.gameObject.GetComponent<SteamAudioDynamicObject>(); + // export dynamic object asset + return; + } // find steam audio manager // export scene SteamAudioManager.ExportScene(gameObject.scene, false); -- GitLab From de07b7ac4f7ac0bb1ca97a8a9e6a32b03f1d7184 Mon Sep 17 00:00:00 2001 From: mhby1g21 <mhby1g21@soton.ac.uk> Date: Wed, 15 Jan 2025 13:16:12 +0000 Subject: [PATCH 3/4] added vrmenu simpler but not working ray in menu interface for some reason, no menu workaround for now, added game object instead of new prefab, also max 1 audio --- AVVR/Assets/Scenes/MenuInterface.unity | 1316 ++++++++++++++++- .../_Scripts/MenuInterface/BuildRoom.cs | 29 +- AVVR/Assets/_Scripts/VRMenuSimple.cs | 270 ++++ AVVR/Assets/_Scripts/VRMenuSimple.cs.meta | 11 + 4 files changed, 1554 insertions(+), 72 deletions(-) create mode 100644 AVVR/Assets/_Scripts/VRMenuSimple.cs create mode 100644 AVVR/Assets/_Scripts/VRMenuSimple.cs.meta diff --git a/AVVR/Assets/Scenes/MenuInterface.unity b/AVVR/Assets/Scenes/MenuInterface.unity index 828ded4..13f4dab 100644 --- a/AVVR/Assets/Scenes/MenuInterface.unity +++ b/AVVR/Assets/Scenes/MenuInterface.unity @@ -1636,7 +1636,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - 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if (audioSourcePrefab == null) { - Debug.LogError("Audio source prefab not assigned!"); + // Find existing InteractableAudioSource in scene + GameObject audioSourceObj = GameObject.Find("InteractableAudioSource"); + if (audioSourceObj == null) { + Debug.LogError("Could not find InteractableAudioSource in scene!"); return; } - // Create audio source from prefab - GameObject audioSourceObj = Instantiate(audioSourcePrefab, new Vector3(x, y, z), Quaternion.identity); - audioSourceObj.name = "AudioSource_" + Path.GetFileNameWithoutExtension(audioPath); + // Update position + audioSourceObj.transform.position = new Vector3(x, y, z); - // Load and assign audio clip - AudioClip clip = Resources.Load<AudioClip>(Path.GetFileNameWithoutExtension(audioPath)); - if (clip != null) { + // Load and update audio clip + StartCoroutine(LoadAudio(audioPath, audioSourceObj)); + } + + private IEnumerator LoadAudio(string path, GameObject audioSourceObj) { + WWW www = new WWW("file://" + path); + yield return www; + + if (string.IsNullOrEmpty(www.error)) { AudioSource audioSource = audioSourceObj.GetComponent<AudioSource>(); if (audioSource != null) { - audioSource.clip = clip; + audioSource.clip = www.GetAudioClip(); + Debug.Log($"Successfully loaded audio clip: {path}"); } } else { - Debug.LogError($"Failed to load audio clip: {audioPath}"); + Debug.LogError($"Error loading audio clip: {www.error}"); } } diff --git a/AVVR/Assets/_Scripts/VRMenuSimple.cs b/AVVR/Assets/_Scripts/VRMenuSimple.cs new file mode 100644 index 0000000..44d1fbf --- /dev/null +++ b/AVVR/Assets/_Scripts/VRMenuSimple.cs @@ -0,0 +1,270 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; +using TMPro; +using System.Collections; +using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets; +using UnityEngine.XR.Interaction.Toolkit.Locomotion.Turning; +using UnityEngine.XR; +using System.Collections.Generic; + +public class VRMenuSimple : MonoBehaviour +{ + private bool wasPressed = false; + private bool isMenuVisible = true; + private readonly Vector3 defaultPosition = new Vector3(0f, 1f, 1.5f); + private List<InputDevice> gameControllers = new List<InputDevice>(); + private Canvas menuCanvas; + + [Header("UI Components")] + [SerializeField] private Slider volumeSlider; + [SerializeField] private TMP_Text volumeValueText; // Add reference for volume text + [SerializeField] private Toggle smoothTurnToggle; + + [Header("Controller Configuration")] + [SerializeField] private ControllerInputActionManager rightControllerManager; + [SerializeField] private ContinuousTurnProvider continuousTurnProvider; // Fixed naming + [SerializeField] private SnapTurnProvider snapTurnProvider; + + [Header("Audio Configuration")] + [SerializeField] private AudioSource interactableAudioSource; // Reference to your InteractableAudioSource + + [Header("Scene Management")] + [SerializeField] private string menuSceneName = "MenuInterface"; + + private void Awake() + { + Debug.Log("VRMenu: Awake called"); + menuCanvas = GetComponent<Canvas>(); + if (menuCanvas == null) + { + menuCanvas = GetComponentInChildren<Canvas>(); + } + ValidateComponents(); + InitializeUI(); + } + + private void Start() + { + InitializeControllers(); + isMenuVisible = true; // Start with menu visible + } + + private void InitializeControllers() + { + var desiredCharacteristics = InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.HeldInHand; + InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, gameControllers); + } + +private float debounceTime = 0.3f; // Time required between button presses +private float lastSecondaryButtonPress = 0f; + +private void Update() +{ + if (gameControllers.Count == 0) + { + InitializeControllers(); + return; + } + + bool primaryButtonPressed = false; + bool secondaryButtonPressed = false; + + foreach (var device in gameControllers) + { + if (device.TryGetFeatureValue(CommonUsages.primaryButton, out bool primaryPressed)) + { + if (primaryPressed) + { + primaryButtonPressed = true; + } + } + + if (device.TryGetFeatureValue(CommonUsages.secondaryButton, out bool secondaryPressed)) + { + if (secondaryPressed && !wasPressed && Time.time - lastSecondaryButtonPress >= debounceTime) + { + ToggleAudioPlayback(); + lastSecondaryButtonPress = Time.time; + } + secondaryButtonPressed = secondaryPressed; + } + } + + if (primaryButtonPressed && !wasPressed) + { + ToggleMenuVisibility(); + } + wasPressed = primaryButtonPressed || secondaryButtonPressed; +} + +private void ToggleAudioPlayback() +{ + if (interactableAudioSource == null) + { + Debug.LogError("VRMenu: InteractableAudioSource is not assigned or found in scene"); + return; + } + + if (interactableAudioSource.isPlaying) + { + interactableAudioSource.Pause(); + Debug.Log("VRMenu: Audio paused"); + } + else + { + interactableAudioSource.Play(); + Debug.Log("VRMenu: Audio playing"); + } +} + + private void ToggleMenuVisibility() + { + isMenuVisible = !isMenuVisible; + + if (menuCanvas != null) + { + menuCanvas.enabled = isMenuVisible; + } + else + { + // Fallback: toggle all renderers and canvases in children + foreach (var canvas in GetComponentsInChildren<Canvas>(true)) + { + canvas.enabled = isMenuVisible; + } + foreach (var renderer in GetComponentsInChildren<Renderer>(true)) + { + renderer.enabled = isMenuVisible; + } + } + + // If showing menu, reset position + if (isMenuVisible) + { + transform.position = defaultPosition; + transform.rotation = Quaternion.identity; + } + } + + private void ValidateComponents() + { + // Validate all required components are assigned + if (volumeSlider == null) Debug.LogError("VRMenu: Volume Slider not assigned"); + if (smoothTurnToggle == null) Debug.LogError("VRMenu: Smooth Turn Toggle not assigned"); + if (rightControllerManager == null) Debug.LogError("VRMenu: Right Controller Manager not assigned"); + if (continuousTurnProvider == null) Debug.LogError("VRMenu: Continuous Turn Provider not assigned"); + if (snapTurnProvider == null) Debug.LogError("VRMenu: Snap Turn Provider not assigned"); + // Auto-find InteractableAudioSource if not assigned + if (interactableAudioSource == null) + { + // First try to find by GameObject name + GameObject audioSourceObj = GameObject.Find("InteractableAudioSource"); + if (audioSourceObj != null) + { + interactableAudioSource = audioSourceObj.GetComponent<AudioSource>(); + Debug.Log("VRMenu: Found InteractableAudioSource by GameObject name"); + } + + // If still not found, try to find by type in scene + if (interactableAudioSource == null) + { + interactableAudioSource = FindObjectOfType<AudioSource>(); + Debug.Log("VRMenu: Found InteractableAudioSource by type"); + } + + if (interactableAudioSource == null) + { + Debug.LogError("VRMenu: Could not find InteractableAudioSource in scene"); + } + } + if (interactableAudioSource == null) Debug.LogError("VRMenu: Interactable Audio Source not assigned and not found in scene"); + + } + + private void InitializeUI() + { + Debug.Log("VRMenu: Initializing UI components"); + + if (volumeSlider != null) + { + volumeSlider.onValueChanged.AddListener(HandleVolumeChange); + Debug.Log("VRMenu: Volume slider initialized"); + } + + if (smoothTurnToggle != null) + { + smoothTurnToggle.onValueChanged.AddListener(HandleSmoothTurnChange); + Debug.Log("VRMenu: Smooth turn toggle initialized"); + } + } + + public void HandleVolumeChange(float volume) + { + AudioListener.volume = volume; + PlayerPrefs.SetFloat("VRMenuVolume", volume); + PlayerPrefs.Save(); + + // Update volume text with 2 decimal places + if (volumeValueText != null) + { + volumeValueText.text = volume.ToString("F2"); + } + Debug.Log($"VRMenu: Volume changed to {volume:F2}"); + } + + public void HandleSmoothTurnChange(bool isOn) + { + PlayerPrefs.SetInt("SmoothTurn", isOn ? 1 : 0); + PlayerPrefs.Save(); + Debug.Log($"VRMenu: Turn type changing to {(isOn ? "Smooth" : "Snap")}"); + SetTurnType(isOn); + } + + private void SetTurnType(bool isSmooth) + { + Debug.Log($"VRMenu: Setting turn type to {(isSmooth ? "Smooth" : "Snap")}"); + + if (rightControllerManager == null) + { + Debug.LogError("VRMenu: Right controller manager is null"); + return; + } + + // Set the smooth turn enabled field + var field = rightControllerManager.GetType().GetField("m_SmoothTurnEnabled", + System.Reflection.BindingFlags.NonPublic | + System.Reflection.BindingFlags.Instance); + + if (field == null) + { + Debug.LogError("VRMenu: Could not find m_SmoothTurnEnabled field"); + return; + } + + // Update the controller manager + field.SetValue(rightControllerManager, isSmooth); + Debug.Log($"VRMenu: Set m_SmoothTurnEnabled to {isSmooth}"); + + // Update turn providers + if (continuousTurnProvider != null && snapTurnProvider != null) + { + continuousTurnProvider.enabled = isSmooth; + snapTurnProvider.enabled = !isSmooth; + Debug.Log($"VRMenu: Updated turn providers - Continuous: {isSmooth}, Snap: {!isSmooth}"); + } + } + + private void OnDestroy() + { + Debug.Log("VRMenu: Cleaning up event listeners"); + + if (volumeSlider != null) + volumeSlider.onValueChanged.RemoveListener(HandleVolumeChange); + + + if (smoothTurnToggle != null) + smoothTurnToggle.onValueChanged.RemoveListener(HandleSmoothTurnChange); + + } +} \ No newline at end of file diff --git a/AVVR/Assets/_Scripts/VRMenuSimple.cs.meta b/AVVR/Assets/_Scripts/VRMenuSimple.cs.meta new file mode 100644 index 0000000..0186dc4 --- /dev/null +++ b/AVVR/Assets/_Scripts/VRMenuSimple.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a8cdd60855f6ef34ab42db540be5aa1e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: -- GitLab From 7c093f8b20e41d7a66353d2793f35b248a135476 Mon Sep 17 00:00:00 2001 From: mhby1g21 <mhby1g21@soton.ac.uk> Date: Wed, 15 Jan 2025 15:37:47 +0000 Subject: [PATCH 4/4] working build room resize and audio clip loading/positioning --- AVVR/Assets/Scenes/MenuInterface.unity | 4 +- .../_Scripts/MenuInterface/BuildRoom.cs | 199 +++++++++++------- 2 files changed, 128 insertions(+), 75 deletions(-) diff --git a/AVVR/Assets/Scenes/MenuInterface.unity b/AVVR/Assets/Scenes/MenuInterface.unity index 13f4dab..c79311b 100644 --- a/AVVR/Assets/Scenes/MenuInterface.unity +++ b/AVVR/Assets/Scenes/MenuInterface.unity @@ -4704,7 +4704,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 8298045291338814965, guid: 9a92d51909392834aa8dc2db232d87b8, type: 3} propertyPath: m_LocalPosition.y - value: 0 + value: 0.25 objectReference: {fileID: 0} - target: {fileID: 8298045291338814965, guid: 9a92d51909392834aa8dc2db232d87b8, type: 3} propertyPath: m_LocalPosition.z @@ -6172,7 +6172,7 @@ Transform: m_GameObject: {fileID: 1600246031} serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalPosition: {x: 0, y: 0.155, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] diff --git a/AVVR/Assets/_Scripts/MenuInterface/BuildRoom.cs b/AVVR/Assets/_Scripts/MenuInterface/BuildRoom.cs index f8602ea..5914a48 100644 --- a/AVVR/Assets/_Scripts/MenuInterface/BuildRoom.cs +++ b/AVVR/Assets/_Scripts/MenuInterface/BuildRoom.cs @@ -5,25 +5,31 @@ using System.IO; using UnityEngine; using UnityEngine.UI; -public class BuildRoom : MonoBehaviour { +public class BuildRoom : MonoBehaviour +{ public LabelledInputValidator[] labelledInputValidators; // All the input validators and their respective labels public Button buildButton; // The submit/build room button public GameObject audioSourcePrefab; // Reference to the audio source prefab private ImportScenery importScenery; // Reference to ImportScenery component - void Start() { + void Start() + { // Get or add ImportScenery component importScenery = gameObject.GetComponent<ImportScenery>(); - if (importScenery == null) { + if (importScenery == null) + { importScenery = gameObject.AddComponent<ImportScenery>(); } } - void Update() { + void Update() + { // Check if all inputs have been entered and enable/disable the button - foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators) { + foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators) + { InputValidator inputValidator = labelledInputValidator.inputValidator; - if (!inputValidator.IsValid()) { + if (!inputValidator.IsValid()) + { buildButton.interactable = false; return; } @@ -65,10 +71,12 @@ public class BuildRoom : MonoBehaviour { // } // } // } - public void OnButtonPress() { + public void OnButtonPress() + { // Compile all the inputs into one dictionary Dictionary<string, object> allData = new Dictionary<string, object>(); - foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators) { + foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators) + { allData[labelledInputValidator.name] = labelledInputValidator.inputValidator.GetData(); } @@ -81,94 +89,139 @@ public class BuildRoom : MonoBehaviour { Dictionary<string, object> startPosition = allData["startPosition"] as Dictionary<string, object>; Dictionary<string, object> speakers = allData["speakers"] as Dictionary<string, object>; - if (objData == null || mtlData == null || roomDimensions == null || startPosition == null || speakers == null) { + if (objData == null || mtlData == null || roomDimensions == null || startPosition == null || speakers == null) + { Debug.LogError("Invalid data structure"); return; } // Import the scene using ImportScenery string objPath = objData["path"].ToString(); - string mtlPath = mtlData["path"].ToString(); + string mtlPath = mtlData["path"].ToString(); ImportScenery.ImportScene(ImportScenery.GetNewMesh(objPath, mtlPath)); - - // Set player start position - GameObject xrOrigin = GameObject.Find("Complete XR Origin Set Up Variant AVVR"); - if (xrOrigin != null) { - Vector3 position = new Vector3( - Convert.ToSingle(startPosition["x"]), - Convert.ToSingle(startPosition["y"]), - Convert.ToSingle(startPosition["z"]) + // find ModelWrapper in scene + GameObject importedScene = GameObject.Find("ModelWrapper"); + + // Scale the imported scene to match target dimensions + if (importedScene != null) + { + // Get target dimensions from input + Vector3 targetDimensions = new Vector3( + Convert.ToSingle(roomDimensions["x"]), + Convert.ToSingle(roomDimensions["y"]), + Convert.ToSingle(roomDimensions["z"]) ); - xrOrigin.transform.position = position; - } - // Create audio sources - foreach (KeyValuePair<string, object> speaker in speakers) { - Dictionary<string, object> speakerData = speaker.Value as Dictionary<string, object>; - if (speakerData != null) { - CreateAudioSource( - speakerData["path"].ToString(), - Convert.ToSingle(speakerData["x"]), - Convert.ToSingle(speakerData["y"]), - Convert.ToSingle(speakerData["z"]) + // Calculate current dimensions + DimensionResults results = MeshDimensionCalculatorLogic.CalculateDimensions(importedScene); + if (results != null) + { + // Reset position first + MeshDimensionCalculatorLogic.ResetToOrigin(importedScene); + + // Scale to target dimensions + MeshDimensionCalculatorLogic.ScaleToTargetDimensions(importedScene, results.dimensions, + targetDimensions); + + // Reset floor to Y=0 + MeshDimensionCalculatorLogic.ResetFloorToZero(importedScene, results.totalMin.y); + } + + // Set player start position + GameObject xrOrigin = GameObject.Find("Complete XR Origin Set Up Variant AVVR"); + if (xrOrigin != null) + { + Vector3 position = new Vector3( + Convert.ToSingle(startPosition["x"]), + Convert.ToSingle(startPosition["y"]), + Convert.ToSingle(startPosition["z"]) ); + xrOrigin.transform.position = position; } - } - } - private void CreateAudioSource(string audioPath, float x, float y, float z) { - // Find existing InteractableAudioSource in scene - GameObject audioSourceObj = GameObject.Find("InteractableAudioSource"); - if (audioSourceObj == null) { - Debug.LogError("Could not find InteractableAudioSource in scene!"); - return; + // Create audio sources + foreach (KeyValuePair<string, object> speaker in speakers) + { + Dictionary<string, object> speakerData = speaker.Value as Dictionary<string, object>; + if (speakerData != null) + { + CreateAudioSource( + speakerData["path"].ToString(), + Convert.ToSingle(speakerData["x"]), + Convert.ToSingle(speakerData["y"]), + Convert.ToSingle(speakerData["z"]) + ); + } + } } - // Update position - audioSourceObj.transform.position = new Vector3(x, y, z); + void CreateAudioSource(string audioPath, float x, float y, float z) + { + // Find existing InteractableAudioSource in scene + GameObject audioSourceObj = GameObject.Find("InteractableAudioSource"); + if (audioSourceObj == null) + { + Debug.LogError("Could not find InteractableAudioSource in scene!"); + return; + } - // Load and update audio clip - StartCoroutine(LoadAudio(audioPath, audioSourceObj)); - } + // Update position + audioSourceObj.transform.position = new Vector3(x, y, z); - private IEnumerator LoadAudio(string path, GameObject audioSourceObj) { - WWW www = new WWW("file://" + path); - yield return www; + // Load and update audio clip + StartCoroutine(LoadAudio(audioPath, audioSourceObj)); + } - if (string.IsNullOrEmpty(www.error)) { - AudioSource audioSource = audioSourceObj.GetComponent<AudioSource>(); - if (audioSource != null) { - audioSource.clip = www.GetAudioClip(); - Debug.Log($"Successfully loaded audio clip: {path}"); + IEnumerator LoadAudio(string path, GameObject audioSourceObj) + { + WWW www = new WWW("file://" + path); + yield return www; + + if (string.IsNullOrEmpty(www.error)) + { + AudioSource audioSource = audioSourceObj.GetComponent<AudioSource>(); + if (audioSource != null) + { + audioSource.clip = www.GetAudioClip(); + Debug.Log($"Successfully loaded audio clip: {path}"); + } + } + else + { + Debug.LogError($"Error loading audio clip: {www.error}"); } - } else { - Debug.LogError($"Error loading audio clip: {www.error}"); } - } - - string DictionaryToString(Dictionary<string, object> dictionary, int depth = 0) { - string indent = new string(' ', depth * 4); - string result = "{\n"; - - foreach (var kvp in dictionary) { - result += indent + $" \"{kvp.Key}\": "; - if (kvp.Value is Dictionary<string, object> nestedDict) { - result += DictionaryToString(nestedDict, depth + 1); - } else { - result += $"{kvp.Value}"; + string DictionaryToString(Dictionary<string, object> dictionary, int depth = 0) + { + string indent = new string(' ', depth * 4); + string result = "{\n"; + + foreach (var kvp in dictionary) + { + result += indent + $" \"{kvp.Key}\": "; + + if (kvp.Value is Dictionary<string, object> nestedDict) + { + result += DictionaryToString(nestedDict, depth + 1); + } + else + { + result += $"{kvp.Value}"; + } + + result += ",\n"; } - result += ",\n"; + result += indent + "}"; + return result; } - - result += indent + "}"; - return result; } -} -[Serializable] -public class LabelledInputValidator { - public string name; - public InputValidator inputValidator; + [Serializable] + public class LabelledInputValidator + { + public string name; + public InputValidator inputValidator; + } } \ No newline at end of file -- GitLab