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Introduce AudioSystem to write back the current state of an audio source#6135

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m3taphysics wants to merge 7 commits intodevfrom
fix/audio-source-changes
Draft

Introduce AudioSystem to write back the current state of an audio source#6135
m3taphysics wants to merge 7 commits intodevfrom
fix/audio-source-changes

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@m3taphysics
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What does this PR change?

Introduces AudioSourceSystem that can write back the state of an audio source.

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@m3taphysics m3taphysics requested a review from a team as a code owner March 15, 2024 11:49
using DCL.ECSRuntime;
using RPC.Context;
using System.Collections.Generic;
using UnityEngine;
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Maybe this is a leftover?

Comment thread unity-renderer/Assets/DCLPlugins/ECS7/ECS7Plugin.cs
using DCL.Helpers;
using DCL.Models;
using DCL.SettingsCommon;
using System.Collections.Generic;
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I think using Cysharp.Threading.Tasks; and using System.Collections.Generic; are not needed, maybe a left over?

using DCL.ECSComponents;
using DCL.ECSRuntime;
using System.Collections.Generic;
using UnityEngine;
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I think we can remove UnityEngine and DCL.ECSRuntime 👌

var audioSourceComponentList = audioSourceComponent.GetForAll();

// Loop through every audio source component
foreach (var component in audioSourceComponentList)
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I think it might be worth it to switch from a foreach to a for loop to reduce allocations. What do you think?

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@AlejandroAlvarezMelucciDCL you are right! The IEnumerator call will allocate, good spot

wrappedComponent.WrappedComponent.Model.AudioClipUrl ??= model.audioClipUrl;
wrappedComponent.WrappedComponent.Model.CurrentTime = model.audioSource.time;

if (componentsWriter.TryGetValue(scene.sceneData.sceneNumber, out var writer))
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Maybe we can re-order this check to the beginning to avoid doing all the above in case the componentsWriter doesn't have a writer for the given sceneNumber?

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@pravusjif pravusjif Jun 4, 2024

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Uhmmm it would be weird to have a scene without a components writer, to be honest

@m3taphysics m3taphysics marked this pull request as draft March 18, 2024 09:52
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3 participants