loadLevelBank
Definition
-- @/lua/ge/extensions/core/audio.lua:213
local function loadLevelBank(bankFilePath)
if string.sub(bankFilePath, 1, 1) ~= '/' then
bankFilePath = "/"..bankFilePath
end
bankFilePath = string.lower(bankFilePath)
local inLevelOrLoading = getMissionFilename() ~= "" or LoadingManager:isLoadingInProgress()
if not inLevelOrLoading then
for _,v in ipairs(forLoadLevel) do
if v == bankFilePath then
return
end
end
table.insert(forLoadLevel, bankFilePath)
return
end
if loadedBankCache[bankFilePath] then
return
end
loadedBankCache[bankFilePath] = true
if SFXFMODProject then
local project = SFXFMODProject()
if project then
project.fileName = String(bankFilePath)
local _, filename, _ = path.split(bankFilePath)
local projectName = 'project_'..filename
project:registerObject(projectName)
scenetree.DataBlockGroup:addObject(project) -- TODO find a way to do it implicitly
table.insert(levelProjectsCache, projectName)
end
else
log("E", "audio", "SFXFMODProject is nil")
end
end
Callers
@/lua/ge/extensions/core/audio.lua
for i, v in ipairs(ambient_banks) do
loadLevelBank(v)
end
for i, v in ipairs(forLoadLevel) do
loadLevelBank(v)
end