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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Initial hook-in of the sound asset's integration into sfxEmitter, as well as some fixups for editor/workflow usage.
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parent
6fc67a11bb
commit
56b0a0cb85
6 changed files with 214 additions and 138 deletions
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@ -122,6 +122,9 @@ public:
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bool isLoop() { return mProfileDesc.mIsLooping; }
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bool is3D() { return mProfileDesc.mIs3D; }
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static StringTableEntry getAssetIdByFileName(StringTableEntry fileName);
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static U32 getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* materialAsset);
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static U32 getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsset>* matAsset);
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protected:
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virtual void initializeAsset(void);
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@ -143,7 +146,7 @@ class GuiInspectorTypeSoundAssetPtr : public GuiInspectorTypeFileName
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl* mSoundButton;
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GuiBitmapButtonCtrl* mEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeSoundAssetPtr);
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static void consoleInit();
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@ -168,14 +171,14 @@ public:
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/// Declares a sound asset
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/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
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/// </Summary>
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#define DECLARE_SOUNDASSET(className, name, profile) public: \
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#define DECLARE_SOUNDASSET(className, name) public: \
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Resource<SFXResource> m##name;\
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StringTableEntry m##name##Name; \
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StringTableEntry m##name##AssetId;\
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AssetPtr<SoundAsset> m##name##Asset = NULL;\
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SFXProfile* m##name##Profile = &profile;\
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SFXProfile* m##name##Profile = NULL;\
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public: \
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const StringTableEntry get##name##File() const { return m##name##Name); }\
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const StringTableEntry get##name##File() const { return m##name##Name; }\
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void set##name##File(const FileName &_in) { m##name##Name = StringTable->insert(_in.c_str());}\
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const AssetPtr<SoundAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(const AssetPtr<SoundAsset> &_in) { m##name##Asset = _in;}\
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@ -206,7 +209,7 @@ public: \
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}\
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else\
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{\
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StringTableEntry assetId = SoundAsset::getAssetIdByFilename(_in);\
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StringTableEntry assetId = SoundAsset::getAssetIdByFileName(_in);\
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if (assetId != StringTable->EmptyString())\
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{\
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m##name##AssetId = assetId;\
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@ -232,9 +235,9 @@ public: \
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m##name = NULL;\
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}\
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\
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if (m##name##Asset.notNull() && m##name##Asset->getStatus() != ShapeAsset::Ok)\
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if (m##name##Asset.notNull() && m##name##Asset->getStatus() != SoundAsset::Ok)\
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{\
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Con::errorf("%s(%s)::_set%s() - sound asset failure\"%s\" due to [%s]", macroText(className), getName(), macroText(name), _in, ShapeAsset::getAssetErrstrn(m##name##Asset->getStatus()).c_str());\
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Con::errorf("%s(%s)::_set%s() - sound asset failure\"%s\" due to [%s]", macroText(className), getName(), macroText(name), _in, SoundAsset::getAssetErrstrn(m##name##Asset->getStatus()).c_str());\
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return false; \
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}\
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else if (bool(m##name) == NULL)\
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