mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-09 13:44:32 +00:00
very small sound asset changes
Adds the resolved track stuff from the soundAsset refactor also uses the refresh asset so changes do not cause a sound to stop working
This commit is contained in:
parent
bcde183786
commit
823054ed86
6 changed files with 459 additions and 260 deletions
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@ -59,31 +59,43 @@
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IMPLEMENT_CONOBJECT(SoundAsset);
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ConsoleType(SoundAssetPtr, TypeSoundAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
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IMPLEMENT_STRUCT(AssetPtr<SoundAsset>, AssetPtrSoundAsset, , "")
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END_IMPLEMENT_STRUCT
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//-----------------------------------------------------------------------------
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ConsoleType(SoundAssetPtr, TypeSoundAssetPtr, AssetPtr<SoundAsset>, ASSET_ID_FIELD_PREFIX)
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ConsoleGetType(TypeSoundAssetPtr)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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return (*((AssetPtr<SoundAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeSoundAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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*((const char**)dptr) = StringTable->insert(argv[0]);
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<SoundAsset>* pAssetPtr = dynamic_cast<AssetPtr<SoundAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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Con::warnf("(TypeSoundAssetPtrRefactor) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeSoundAssetPtr) - Cannot set multiple args to a single asset.");
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Con::warnf("(TypeSoundAssetPtrRefactor) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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@ -134,7 +146,7 @@ SoundAsset::SoundAsset()
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for (U32 i = 0; i < SFXPlayList::NUM_SLOTS; i++)
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{
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mSoundFile[i] = StringTable->EmptyString();
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mSoundPath[i] = StringTable->EmptyString();
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mSoundResource[i] = NULL;
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mPlaylist.mSlots.mTransitionOut[i] = SFXPlayList::TRANSITION_Wait;
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mPlaylist.mSlots.mVolumeScale.mValue[i] = 1.f;
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@ -184,6 +196,9 @@ SoundAsset::SoundAsset()
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mPlaylist.mLoopMode = SFXPlayList::LOOP_All;
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mPlaylist.mActiveSlots = 1;
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mResolvedTrack = NULL;
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mResolvedDescription = NULL;
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}
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//-----------------------------------------------------------------------------
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@ -191,8 +206,17 @@ SoundAsset::SoundAsset()
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SoundAsset::~SoundAsset()
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{
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if (mPlaylist.isProperlyAdded() && !mPlaylist.isDeleted())
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mPlaylist.unregisterObject();
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if (mResolvedTrack)
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{
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if (mResolvedTrack->isProperlyAdded() && !mResolvedTrack->isDeleted())
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mResolvedTrack->deleteObject();
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}
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if (mResolvedDescription)
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{
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if (mResolvedDescription->isProperlyAdded() && !mResolvedDescription->isDeleted())
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mResolvedDescription->deleteObject();
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}
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}
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//-----------------------------------------------------------------------------
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@ -203,77 +227,77 @@ void SoundAsset::initPersistFields()
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Parent::initPersistFields();
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addGroup("SoundSlots");
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addArray("slots", SFXPlayList::SFXPlaylistSettings::NUM_SLOTS);
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addProtectedField("soundFile", TypeAssetLooseFilePath, Offset(mSoundFile, SoundAsset),
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&_setSoundFile, &defaultProtectedGetFn, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, "Path to the sound file.");
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addProtectedField("soundFile", TypeAssetLooseFilePath, Offset(mSoundFile, SoundAsset),
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&_setSoundFile, &defaultProtectedGetFn, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, "Path to the sound file.");
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addField("replay", TYPEID< SFXPlayList::EReplayMode >(), Offset(mPlaylist.mSlots.mReplayMode, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when an already playing sound is encountered on this slot from a previous cycle.\n"
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"Each slot can have an arbitrary number of sounds playing on it from previous cycles. This field determines "
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"how SFXController will handle these sources.");
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addField("transitionIn", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionIn, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when moving into this slot.\n"
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"After the delayIn time has expired (if any), this slot determines what the controller "
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"will do before actually playing the slot.");
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addField("transitionOut", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionOut, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when moving out of this slot.\n"
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"After the #detailTimeOut has expired (if any), this slot determines what the controller "
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"will do before moving on to the next slot.");
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addFieldV("delayTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeIn.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to wait after moving into slot before #transitionIn.");
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addField("delayTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeIn.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #delayTimeIn.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("delayTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeOut.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to wait before moving out of slot after #transitionOut.");
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addField("delayTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeOut.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #delayTimeOut.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("fadeTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeIn.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to fade sound in (-1 to use the track's own fadeInTime.)\n"
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"@see SFXDescription::fadeTimeIn");
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addField("fadeTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeIn.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #fadeInTime.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("fadeTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeOut.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to fade sound out (-1 to use the track's own fadeOutTime.)\n"
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"@see SFXDescription::fadeTimeOut");
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addField("fadeTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeOut.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #fadeOutTime\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("referenceDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMinDistance.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"@c referenceDistance to set for 3D sounds in this slot (<1 to use @c referenceDistance of track's own description).\n"
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"@see SFXDescription::referenceDistance");
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addField("referenceDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMinDistance.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #referenceDistance.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("maxSlotDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMaxDistance.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"@c maxDistance to apply to 3D sounds in this slot (<1 to use @c maxDistance of track's own description).\n"
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"@see SFXDescription::maxDistance");
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addField("maxSlotDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMaxDistance.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #maxDistance.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("volumeScale", TypeRangedF32, Offset(mPlaylist.mSlots.mVolumeScale.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Scale factor to apply to volume of sounds played on this list slot.\n"
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"This value will scale the actual volume level set on the track assigned to the slot, i.e. a value of 0.5 will "
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"cause the track to play at half-volume.");
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addField("volumeScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mVolumeScale.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #volumeScale.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("pitchScale", TypeRangedF32, Offset(mPlaylist.mSlots.mPitchScale.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Scale factor to apply to pitch of sounds played on this list slot.\n"
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"This value will scale the actual pitch set on the track assigned to the slot, i.e. a value of 0.5 will "
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"cause the track to play at half its assigned speed.");
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addField("pitchScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mPitchScale.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #pitchScale.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("repeatCount", TypeRangedS32, Offset(mPlaylist.mSlots.mRepeatCount, SoundAsset), &CommonValidators::PositiveInt, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Number of times to loop this slot.");
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addField("state", TypeSFXStateName, Offset(mPlaylist.mSlots.mState, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"State that must be active for this slot to play.\n\n"
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"@ref SFXPlayList_states");
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addField("stateMode", TYPEID< SFXPlayList::EStateMode >(), Offset(mPlaylist.mSlots.mStateMode, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when assigned state is deactivated while slot is playing.\n\n"
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"@ref SFXPlayList_states");
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addField("replay", TYPEID< SFXPlayList::EReplayMode >(), Offset(mPlaylist.mSlots.mReplayMode, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when an already playing sound is encountered on this slot from a previous cycle.\n"
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"Each slot can have an arbitrary number of sounds playing on it from previous cycles. This field determines "
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"how SFXController will handle these sources.");
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addField("transitionIn", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionIn, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when moving into this slot.\n"
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"After the delayIn time has expired (if any), this slot determines what the controller "
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"will do before actually playing the slot.");
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addField("transitionOut", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionOut, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when moving out of this slot.\n"
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"After the #detailTimeOut has expired (if any), this slot determines what the controller "
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"will do before moving on to the next slot.");
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addFieldV("delayTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeIn.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to wait after moving into slot before #transitionIn.");
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addField("delayTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeIn.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #delayTimeIn.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("delayTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeOut.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to wait before moving out of slot after #transitionOut.");
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addField("delayTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeOut.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #delayTimeOut.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("fadeTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeIn.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to fade sound in (-1 to use the track's own fadeInTime.)\n"
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"@see SFXDescription::fadeTimeIn");
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addField("fadeTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeIn.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #fadeInTime.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("fadeTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeOut.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Seconds to fade sound out (-1 to use the track's own fadeOutTime.)\n"
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"@see SFXDescription::fadeTimeOut");
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addField("fadeTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeOut.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #fadeOutTime\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("referenceDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMinDistance.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"@c referenceDistance to set for 3D sounds in this slot (<1 to use @c referenceDistance of track's own description).\n"
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"@see SFXDescription::referenceDistance");
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addField("referenceDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMinDistance.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #referenceDistance.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("maxSlotDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMaxDistance.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"@c maxDistance to apply to 3D sounds in this slot (<1 to use @c maxDistance of track's own description).\n"
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"@see SFXDescription::maxDistance");
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addField("maxSlotDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMaxDistance.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #maxDistance.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("volumeScale", TypeRangedF32, Offset(mPlaylist.mSlots.mVolumeScale.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Scale factor to apply to volume of sounds played on this list slot.\n"
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"This value will scale the actual volume level set on the track assigned to the slot, i.e. a value of 0.5 will "
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"cause the track to play at half-volume.");
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addField("volumeScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mVolumeScale.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #volumeScale.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("pitchScale", TypeRangedF32, Offset(mPlaylist.mSlots.mPitchScale.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Scale factor to apply to pitch of sounds played on this list slot.\n"
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"This value will scale the actual pitch set on the track assigned to the slot, i.e. a value of 0.5 will "
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"cause the track to play at half its assigned speed.");
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addField("pitchScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mPitchScale.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Bounds on randomization of #pitchScale.\n\n"
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"@ref SFXPlayList_randomization\n");
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addFieldV("repeatCount", TypeRangedS32, Offset(mPlaylist.mSlots.mRepeatCount, SoundAsset), &CommonValidators::PositiveInt, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Number of times to loop this slot.");
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addField("state", TypeSFXStateName, Offset(mPlaylist.mSlots.mState, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"State that must be active for this slot to play.\n\n"
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"@ref SFXPlayList_states");
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addField("stateMode", TYPEID< SFXPlayList::EStateMode >(), Offset(mPlaylist.mSlots.mStateMode, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS,
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"Behavior when assigned state is deactivated while slot is playing.\n\n"
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"@ref SFXPlayList_states");
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endArray("slots");
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endGroup("SoundSlots");
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@ -285,48 +309,79 @@ void SoundAsset::initPersistFields()
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// if streaming, a default packet size should be chosen for all sounds.
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addField("isStreaming", TypeBool, Offset(mProfileDesc.mIsStreaming, SoundAsset), "Use streaming.");
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//....why?
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addFieldV("priority", TypeRangedF32, Offset(mProfileDesc.mPriority, SoundAsset), &CommonValidators::PositiveFloat, "Priority level for virtualization of sounds (1 = base level).\n"
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"When there are more concurrently active sounds than supported by the audio mixer, some of the sounds "
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"need to be culled. Which sounds are culled first depends primarily on total audibility of individual sounds. "
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"However, the priority of invidual sounds may be decreased or decreased through this field.\n\n"
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"@ref SFXSound_virtualization");
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addField("parameters", TypeSFXParameterName, Offset(mProfileDesc.mParameters, SoundAsset), SFXDescription::MaxNumParameters,
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"Names of the parameters to which sources using this description will automatically be linked.\n\n"
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"Individual parameters are identified by their #internalName.\n\n"
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"@ref SFX_interactive");
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addField("useHardware", TypeBool, Offset(mProfileDesc.mUseHardware, SoundAsset), "Use hardware mixing for this sound.");
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addField("sourceGroup", TypeSFXSourceName, Offset(mProfileDesc.mSourceGroup, SoundAsset), "Group that sources playing with this description should be put into.");
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addField("preload", TypeBool, Offset(mPreload, SoundAsset), "Whether to preload sound data when the profile is added to system.");
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endGroup("General Profile");
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addGroup("Fading");
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addFieldV("fadeInTime", TypeRangedF32, Offset(mProfileDesc.mFadeInTime, SoundAsset), &CommonValidators::PositiveFloat, "Number of seconds to gradually fade in volume from zero when playback starts.");
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addFieldV("fadeOutTime", TypeRangedF32, Offset(mProfileDesc.mFadeOutTime, SoundAsset), &CommonValidators::PositiveFloat, "Number of seconds to gradually fade out volume down to zero when playback is stopped or paused.");
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addField("fadeInEase", TypeEaseF, Offset(mProfileDesc.mFadeInEase, SoundAsset), "Easing curve for fade-in transition.");
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addField("fadeOutEase", TypeEaseF, Offset(mProfileDesc.mFadeOutEase, SoundAsset), "Easing curve for fade-out transition.");
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addField("fadeLoops", TypeBool, Offset(mProfileDesc.mFadeLoops, SoundAsset), "Fade each cycle of a loop in and/or out; otherwise only fade-in first cycle.");
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addFieldV("fadeInTime", TypeRangedF32, Offset(mProfileDesc.mFadeInTime, SoundAsset), &CommonValidators::PositiveFloat, "Number of seconds to gradually fade in volume from zero when playback starts.");
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addFieldV("fadeOutTime", TypeRangedF32, Offset(mProfileDesc.mFadeOutTime, SoundAsset), &CommonValidators::PositiveFloat, "Number of seconds to gradually fade out volume down to zero when playback is stopped or paused.");
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addField("fadeInEase", TypeEaseF, Offset(mProfileDesc.mFadeInEase, SoundAsset), "Easing curve for fade-in transition.");
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addField("fadeOutEase", TypeEaseF, Offset(mProfileDesc.mFadeOutEase, SoundAsset), "Easing curve for fade-out transition.");
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addField("fadeLoops", TypeBool, Offset(mProfileDesc.mFadeLoops, SoundAsset), "Fade each cycle of a loop in and/or out; otherwise only fade-in first cycle.");
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endGroup("Fading");
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addGroup("3D");
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addFieldV("minDistance", TypeRangedF32, Offset(mProfileDesc.mMinDistance, SoundAsset), &CommonValidators::PositiveFloat, "Minimum distance for sound.");
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addFieldV("maxDistance", TypeRangedF32, Offset(mProfileDesc.mMaxDistance, SoundAsset), &CommonValidators::PositiveFloat, "Max distance for sound.");
|
||||
addFieldV("coneInsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeInsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone inside angle.");
|
||||
addFieldV("coneOutsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeOutsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone outside angle.");
|
||||
addFieldV("coneOutsideVolume", TypeRangedF32, Offset(mProfileDesc.mConeOutsideVolume, SoundAsset), &CommonValidators::NormalizedFloat, "Cone outside volume.");
|
||||
addFieldV("rolloffFactor", TypeRangedF32, Offset(mProfileDesc.mRolloffFactor, SoundAsset), &CommonValidators::NegDefaultF32, "Rolloff factor.");
|
||||
addField("scatterDistance", TypePoint3F, Offset(mProfileDesc.mScatterDistance, SoundAsset), "Randomization to the spacial position of the sound.");
|
||||
addFieldV("minDistance", TypeRangedF32, Offset(mProfileDesc.mMinDistance, SoundAsset), &CommonValidators::PositiveFloat, "Minimum distance for sound.");
|
||||
addFieldV("maxDistance", TypeRangedF32, Offset(mProfileDesc.mMaxDistance, SoundAsset), &CommonValidators::PositiveFloat, "Max distance for sound.");
|
||||
addFieldV("coneInsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeInsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone inside angle.");
|
||||
addFieldV("coneOutsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeOutsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone outside angle.");
|
||||
addFieldV("coneOutsideVolume", TypeRangedF32, Offset(mProfileDesc.mConeOutsideVolume, SoundAsset), &CommonValidators::NormalizedFloat, "Cone outside volume.");
|
||||
addFieldV("rolloffFactor", TypeRangedF32, Offset(mProfileDesc.mRolloffFactor, SoundAsset), &CommonValidators::NegDefaultF32, "Rolloff factor.");
|
||||
addField("scatterDistance", TypePoint3F, Offset(mProfileDesc.mScatterDistance, SoundAsset), "Randomization to the spacial position of the sound.");
|
||||
endGroup("3D");
|
||||
|
||||
addGroup("Playlist settings");
|
||||
addField("random", TYPEID< SFXPlayList::ERandomMode >(), Offset(mPlaylist.mRandomMode, SoundAsset), "Slot playback order randomization pattern.");
|
||||
addField("loopMode", TYPEID< SFXPlayList::ELoopMode >(), Offset(mPlaylist.mLoopMode, SoundAsset), "Behavior when description has looping enabled.");
|
||||
addFieldV("numSlotsToPlay", TypeRangedS32, Offset(mPlaylist.mNumSlotsToPlay, SoundAsset), &playlistSlotRange, "Number of slots to play.");
|
||||
addField("trace", TypeBool, Offset(mPlaylist.mTrace, SoundAsset), "Enable/disable execution tracing for this playlist (local only).");
|
||||
addField("random", TYPEID< SFXPlayList::ERandomMode >(), Offset(mPlaylist.mRandomMode, SoundAsset), "Slot playback order randomization pattern.");
|
||||
addField("loopMode", TYPEID< SFXPlayList::ELoopMode >(), Offset(mPlaylist.mLoopMode, SoundAsset), "Behavior when description has looping enabled.");
|
||||
addFieldV("numSlotsToPlay", TypeRangedS32, Offset(mPlaylist.mNumSlotsToPlay, SoundAsset), &playlistSlotRange, "Number of slots to play.");
|
||||
addField("trace", TypeBool, Offset(mPlaylist.mTrace, SoundAsset), "Enable/disable execution tracing for this playlist (local only).");
|
||||
endGroup("Playlist settings");
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
void SoundAsset::onRemove()
|
||||
{
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
|
||||
{
|
||||
if (mSoundFile[i] == StringTable->EmptyString())
|
||||
break;
|
||||
|
||||
Torque::FS::RemoveChangeNotification(mSoundFile[i], this, &SoundAsset::_onResourceChanged);
|
||||
}
|
||||
|
||||
Parent::onRemove();
|
||||
}
|
||||
|
||||
void SoundAsset::inspectPostApply()
|
||||
{
|
||||
Parent::inspectPostApply();
|
||||
|
||||
refreshAsset();
|
||||
}
|
||||
|
||||
void SoundAsset::copyTo(SimObject* object)
|
||||
{
|
||||
// Call to parent.
|
||||
Parent::copyTo(object);
|
||||
|
||||
}
|
||||
|
||||
void SoundAsset::initializeAsset(void)
|
||||
{
|
||||
Parent::initializeAsset();
|
||||
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
|
||||
{
|
||||
if (i == 0 && mSoundFile[i] == StringTable->EmptyString())
|
||||
|
|
@ -335,134 +390,59 @@ void SoundAsset::initializeAsset(void)
|
|||
if (mSoundFile[i] == StringTable->EmptyString())
|
||||
break;
|
||||
|
||||
mSoundPath[i] = getOwned() ? expandAssetFilePath(mSoundFile[i]) : mSoundPath[i];
|
||||
if (!Torque::FS::IsFile(mSoundPath[i]))
|
||||
Con::errorf("SoundAsset::initializeAsset (%s)[%d] could not find %s!", getAssetName(), i, mSoundPath[i]);
|
||||
mSoundFile[i] = expandAssetFilePath(mSoundFile[i]);
|
||||
if (getOwned())
|
||||
Torque::FS::AddChangeNotification(mSoundFile[i], this, &SoundAsset::_onResourceChanged);
|
||||
}
|
||||
|
||||
populateSFXTrack();
|
||||
}
|
||||
|
||||
void SoundAsset::_onResourceChanged(const Torque::Path &path)
|
||||
void SoundAsset::_onResourceChanged(const Torque::Path& path)
|
||||
{
|
||||
for (U32 i = 0; i < SFXPlayList::NUM_SLOTS; i++)
|
||||
{
|
||||
|
||||
if (path != Torque::Path(mSoundPath[i]))
|
||||
if (path != Torque::Path(mSoundFile[i]))
|
||||
return;
|
||||
}
|
||||
|
||||
refreshAsset();
|
||||
}
|
||||
|
||||
void SoundAsset::onAssetRefresh(void)
|
||||
{
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
|
||||
{
|
||||
if (i == 0 && mSoundFile[i] == StringTable->EmptyString())
|
||||
return;
|
||||
if (!isProperlyAdded())
|
||||
return;
|
||||
|
||||
if (mSoundFile[i] == StringTable->EmptyString())
|
||||
break;
|
||||
|
||||
mSoundPath[i] = getOwned() ? expandAssetFilePath(mSoundFile[i]) : mSoundPath[i];
|
||||
}
|
||||
Parent::onAssetRefresh();
|
||||
|
||||
populateSFXTrack();
|
||||
}
|
||||
|
||||
U32 SoundAsset::load()
|
||||
{
|
||||
if (mLoadedState == AssetErrCode::Ok) return mLoadedState;
|
||||
if (mLoadedState == AssetErrCode::Ok)
|
||||
return mLoadedState;
|
||||
|
||||
// find out how many active slots we have.
|
||||
U32 numSlots = 0;
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
|
||||
if (!mResolvedTrack)
|
||||
{
|
||||
if (i == 0 && mSoundPath[i] == StringTable->EmptyString())
|
||||
return false;
|
||||
|
||||
if (mSoundPath[i] == StringTable->EmptyString())
|
||||
break;
|
||||
|
||||
numSlots++;
|
||||
}
|
||||
|
||||
if (mProfileDesc.mSourceGroup == NULL)
|
||||
mProfileDesc.mSourceGroup = dynamic_cast<SFXSource*>(Sim::findObject("AudioChannelMaster"));
|
||||
|
||||
if (numSlots > 1)
|
||||
{
|
||||
mIsPlaylist = true;
|
||||
|
||||
for (U32 i = 0; i < numSlots; i++)
|
||||
if (mIsPlaylist)
|
||||
{
|
||||
if (mSoundPath[i])
|
||||
{
|
||||
if (!Torque::FS::IsFile(mSoundPath[i]))
|
||||
{
|
||||
Con::errorf("SoundAsset::initializeAsset: Attempted to load file %s but it was not valid!", mSoundFile[i]);
|
||||
mLoadedState = BadFileReference;
|
||||
return mLoadedState;
|
||||
}
|
||||
else
|
||||
{
|
||||
mSFXProfile[i] = new SFXProfile;
|
||||
mSFXProfile[i]->setDescription(&mProfileDesc);
|
||||
mSFXProfile[i]->setSoundFileName(mSoundPath[i]);
|
||||
mSFXProfile[i]->setPreload(mPreload);
|
||||
mSFXProfile[i]->registerObject(String::ToString("%s_profile_track%d", getAssetName()).c_str());
|
||||
|
||||
mPlaylist.mSlots.mTrack[i] = mSFXProfile[i];
|
||||
|
||||
}
|
||||
}
|
||||
mResolvedTrack = buildPlaylist();
|
||||
}
|
||||
else
|
||||
{
|
||||
mResolvedTrack = buildProfile();
|
||||
}
|
||||
|
||||
mPlaylist.setDescription(&mProfileDesc);
|
||||
mPlaylist.registerObject(String::ToString("%s_playlist", getAssetName()).c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mSoundPath[0])
|
||||
{
|
||||
if (!Torque::FS::IsFile(mSoundPath[0]))
|
||||
{
|
||||
Con::errorf("SoundAsset::initializeAsset: Attempted to load file %s but it was not valid!", mSoundFile[0]);
|
||||
mLoadedState = BadFileReference;
|
||||
return mLoadedState;
|
||||
}
|
||||
else
|
||||
{
|
||||
mSFXProfile[0] = new SFXProfile;
|
||||
mSFXProfile[0]->setDescription(&mProfileDesc);
|
||||
mSFXProfile[0]->setSoundFileName(mSoundPath[0]);
|
||||
mSFXProfile[0]->setPreload(mPreload);
|
||||
mSFXProfile[0]->registerObject(String::ToString("%s_profile", getAssetName()).c_str());
|
||||
}
|
||||
|
||||
}
|
||||
mResolvedTrack->registerObject(String::ToString("%s_profile_track", getAssetName()).c_str());
|
||||
}
|
||||
|
||||
mChangeSignal.trigger();
|
||||
mLoadedState = Ok;
|
||||
return mLoadedState;
|
||||
}
|
||||
|
||||
bool SoundAsset::_setSoundFile(void* object, const char* index, const char* data)
|
||||
{
|
||||
SoundAsset* pData = static_cast<SoundAsset*>(object);
|
||||
|
||||
U32 id = 0;
|
||||
if (index)
|
||||
id = dAtoui(index);
|
||||
|
||||
// Update.
|
||||
pData->mSoundFile[id] = StringTable->insert(data, true);
|
||||
if (pData->mSoundFile[id] == StringTable->EmptyString())
|
||||
pData->mSoundPath[id] = StringTable->EmptyString();
|
||||
|
||||
// Refresh the asset.
|
||||
pData->refreshAsset();
|
||||
return true;
|
||||
}
|
||||
|
||||
StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName)
|
||||
{
|
||||
if (fileName == StringTable->EmptyString())
|
||||
|
|
@ -479,7 +459,7 @@ StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName)
|
|||
SoundAsset* soundAsset = AssetDatabase.acquireAsset<SoundAsset>(query.mAssetList[i]);
|
||||
if (soundAsset)
|
||||
{
|
||||
if (soundAsset->getSoundPath() == fileName)
|
||||
if (soundAsset->getSoundFile() == fileName)
|
||||
soundAssetId = soundAsset->getAssetId();
|
||||
|
||||
AssetDatabase.releaseAsset(query.mAssetList[i]);
|
||||
|
|
@ -506,7 +486,7 @@ U32 SoundAsset::getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* sou
|
|||
}
|
||||
}
|
||||
|
||||
U32 SoundAsset::getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsset>* soundAsset)
|
||||
U32 SoundAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<SoundAsset>* soundAsset)
|
||||
{
|
||||
AssetQuery query;
|
||||
U32 foundAssetcount = AssetDatabase.findAssetType(&query, "SoundAsset");
|
||||
|
|
@ -521,7 +501,7 @@ U32 SoundAsset::getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsse
|
|||
for (U32 i = 0; i < foundAssetcount; i++)
|
||||
{
|
||||
SoundAsset* tSoundAsset = AssetDatabase.acquireAsset<SoundAsset>(query.mAssetList[i]);
|
||||
if (tSoundAsset && tSoundAsset->getSoundPath() == fileName)
|
||||
if (tSoundAsset && tSoundAsset->getSoundFile() == fileName)
|
||||
{
|
||||
soundAsset->setAssetId(query.mAssetList[i]);
|
||||
AssetDatabase.releaseAsset(query.mAssetList[i]);
|
||||
|
|
@ -535,9 +515,172 @@ U32 SoundAsset::getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsse
|
|||
return AssetErrCode::Failed;
|
||||
}
|
||||
|
||||
void SoundAsset::buildDescription()
|
||||
{
|
||||
if (!mResolvedDescription)
|
||||
{
|
||||
mResolvedDescription = new SFXDescription;
|
||||
// calls on add which should validate the description. but do it on mProfileDesc before applying values anyway.
|
||||
mResolvedDescription->registerObject(String::ToString("%s_profile_description", getAssetName()).c_str());
|
||||
}
|
||||
|
||||
mProfileDesc.validate();
|
||||
|
||||
mResolvedDescription->mPitch = mProfileDesc.mPitch;
|
||||
mResolvedDescription->mVolume = mProfileDesc.mVolume;
|
||||
mResolvedDescription->mIs3D = mProfileDesc.mIs3D;
|
||||
mResolvedDescription->mIsLooping = mProfileDesc.mIsLooping;
|
||||
mResolvedDescription->mIsStreaming = mProfileDesc.mIsStreaming;
|
||||
mResolvedDescription->mUseHardware = mProfileDesc.mUseHardware;
|
||||
mResolvedDescription->mMinDistance = mProfileDesc.mMinDistance;
|
||||
mResolvedDescription->mMaxDistance = mProfileDesc.mMaxDistance;
|
||||
mResolvedDescription->mConeInsideAngle = mProfileDesc.mConeInsideAngle;
|
||||
mResolvedDescription->mConeOutsideAngle = mProfileDesc.mConeOutsideAngle;
|
||||
mResolvedDescription->mConeOutsideVolume = mProfileDesc.mConeOutsideVolume;
|
||||
mResolvedDescription->mRolloffFactor = mProfileDesc.mRolloffFactor;
|
||||
mResolvedDescription->mFadeInTime = mProfileDesc.mFadeInTime;
|
||||
mResolvedDescription->mFadeOutTime = mProfileDesc.mFadeOutTime;
|
||||
mResolvedDescription->mFadeLoops = mProfileDesc.mFadeLoops;
|
||||
mResolvedDescription->mScatterDistance = mProfileDesc.mScatterDistance;
|
||||
mResolvedDescription->mStreamPacketSize = mProfileDesc.mStreamPacketSize;
|
||||
mResolvedDescription->mStreamReadAhead = mProfileDesc.mStreamReadAhead;
|
||||
mResolvedDescription->mPriority = mProfileDesc.mPriority;
|
||||
mResolvedDescription->mSourceGroup = mProfileDesc.mSourceGroup;
|
||||
mResolvedDescription->mFadeInEase = mProfileDesc.mFadeInEase;
|
||||
mResolvedDescription->mSourceGroup = mProfileDesc.mSourceGroup;
|
||||
}
|
||||
|
||||
SFXProfile* SoundAsset::buildProfile()
|
||||
{
|
||||
SFXProfile* profile = new SFXProfile(mResolvedDescription, mSoundFile[0], mPreload);
|
||||
mSoundResource[0] = profile->getResource();
|
||||
return profile;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// BUILD PLAYLIST
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
SFXPlayList* SoundAsset::buildPlaylist()
|
||||
{
|
||||
SFXPlayList* pl = new SFXPlayList();
|
||||
|
||||
pl->mRandomMode = mPlaylist.mRandomMode;
|
||||
pl->mLoopMode = mPlaylist.mLoopMode;
|
||||
pl->mNumSlotsToPlay = mPlaylist.mNumSlotsToPlay;
|
||||
pl->mTrace = mPlaylist.mTrace;
|
||||
pl->mSlots = mPlaylist.mSlots;
|
||||
|
||||
// Build child tracks for each valid slot
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; ++i)
|
||||
{
|
||||
if (mSoundFile[i] == StringTable->EmptyString())
|
||||
continue;
|
||||
|
||||
// Build child SFXProfile
|
||||
SFXProfile* child = new SFXProfile(mResolvedDescription, mSoundFile[i], mPreload);
|
||||
mSoundResource[i] = child->getResource();
|
||||
pl->mSlots.mTrack[i] = child;
|
||||
}
|
||||
|
||||
return pl;
|
||||
}
|
||||
|
||||
void SoundAsset::populateSFXTrack(void)
|
||||
{
|
||||
U32 count = 0;
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; ++i)
|
||||
{
|
||||
if (mSoundFile[i] != StringTable->EmptyString())
|
||||
{
|
||||
if (!Torque::FS::IsFile(mSoundFile[i]))
|
||||
{
|
||||
mLoadedState = AssetErrCode::BadFileReference;
|
||||
return;
|
||||
}
|
||||
|
||||
++count;
|
||||
}
|
||||
}
|
||||
|
||||
mIsPlaylist = (count > 1);
|
||||
|
||||
buildDescription();
|
||||
|
||||
if (mResolvedTrack && mResolvedDescription)
|
||||
{
|
||||
if (SFX)
|
||||
SFX->notifyDescriptionChanged(mResolvedDescription);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
mResolvedTrack = NULL;
|
||||
|
||||
// reset loaded state.
|
||||
mLoadedState = AssetErrCode::NotLoaded;
|
||||
}
|
||||
|
||||
void SoundAsset::setSoundFile(StringTableEntry pSoundFile, U32 slot)
|
||||
{
|
||||
AssertFatal(pSoundFile != NULL, "Cannot use a NULL sound file.");
|
||||
|
||||
pSoundFile = StringTable->insert(pSoundFile);
|
||||
|
||||
if (pSoundFile == mSoundFile[slot])
|
||||
return;
|
||||
|
||||
mSoundFile[slot] = getOwned() ? expandAssetFilePath(pSoundFile) : StringTable->insert(pSoundFile);;
|
||||
|
||||
refreshAsset();
|
||||
}
|
||||
|
||||
void SoundAsset::onTamlPreWrite(void)
|
||||
{
|
||||
// Call parent.
|
||||
Parent::onTamlPreWrite();
|
||||
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
|
||||
{
|
||||
if (mSoundFile[i] == StringTable->EmptyString())
|
||||
break;
|
||||
|
||||
mSoundFile[i] = collapseAssetFilePath(mSoundFile[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void SoundAsset::onTamlPostWrite(void)
|
||||
{
|
||||
for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
|
||||
{
|
||||
if (mSoundFile[i] == StringTable->EmptyString())
|
||||
break;
|
||||
|
||||
mSoundFile[i] = expandAssetFilePath(mSoundFile[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void SoundAsset::onTamlCustomWrite(TamlCustomNodes& customNodes)
|
||||
{
|
||||
// Debug Profiling.
|
||||
PROFILE_SCOPE(SoundAsset_OnTamlCustomWrite);
|
||||
|
||||
// Call parent.
|
||||
Parent::onTamlCustomRead(customNodes);
|
||||
}
|
||||
|
||||
void SoundAsset::onTamlCustomRead(const TamlCustomNodes& customNodes)
|
||||
{
|
||||
// Debug Profiling.
|
||||
PROFILE_SCOPE(SoundAsset_OnTamlCustomRead);
|
||||
|
||||
// Call parent.
|
||||
Parent::onTamlCustomRead(customNodes);
|
||||
}
|
||||
|
||||
DefineEngineMethod(SoundAsset, getSoundPath, const char*, (), , "")
|
||||
{
|
||||
return object->getSoundPath();
|
||||
return object->getSoundFile();
|
||||
}
|
||||
|
||||
DefineEngineMethod(SoundAsset, playSound, S32, (Point3F position), (Point3F::Zero),
|
||||
|
|
@ -549,12 +692,18 @@ DefineEngineMethod(SoundAsset, playSound, S32, (Point3F position), (Point3F::Zer
|
|||
MatrixF transform;
|
||||
transform.setPosition(position);
|
||||
SFXSource* source;
|
||||
if (position == Point3F::Zero || !object->is3D())
|
||||
if (position == Point3F::Zero && !object->is3D())
|
||||
{
|
||||
source = SFX->playOnce(object->getSFXTrack());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (position == Point3F::Zero)
|
||||
transform = SFX->getListener().getTransform();
|
||||
source = SFX->playOnce(object->getSFXTrack(), &transform, NULL, -1);
|
||||
}
|
||||
|
||||
if(source)
|
||||
if (source)
|
||||
return source->getId();
|
||||
else
|
||||
return 0;
|
||||
|
|
@ -585,7 +734,7 @@ void GuiInspectorTypeSoundAssetPtr::consoleInit()
|
|||
ConsoleBaseType::getType(TypeSoundAssetPtr)->setInspectorFieldType("GuiInspectorTypeSoundAssetPtr");
|
||||
}
|
||||
|
||||
GuiControl * GuiInspectorTypeSoundAssetPtr::constructEditControl()
|
||||
GuiControl* GuiInspectorTypeSoundAssetPtr::constructEditControl()
|
||||
{
|
||||
// Create base filename edit controls
|
||||
GuiControl* retCtrl = Parent::constructEditControl();
|
||||
|
|
|
|||
|
|
@ -87,21 +87,12 @@ class SoundAsset : public AssetBase
|
|||
typedef AssetPtr<SoundAsset> ConcreteAssetPtr;
|
||||
|
||||
protected:
|
||||
StringTableEntry mSoundFile[SFXPlayList::SFXPlaylistSettings::NUM_SLOTS];
|
||||
StringTableEntry mSoundPath[SFXPlayList::SFXPlaylistSettings::NUM_SLOTS];
|
||||
SimObjectPtr<SFXProfile> mSFXProfile[SFXPlayList::SFXPlaylistSettings::NUM_SLOTS];
|
||||
|
||||
SFXDescription mProfileDesc;
|
||||
SFXPlayList mPlaylist;
|
||||
// subtitles
|
||||
StringTableEntry mSubtitleString;
|
||||
bool mPreload;
|
||||
bool mIsPlaylist;
|
||||
//SFXPlayList::SlotData mSlots;
|
||||
|
||||
/*These will be needed in the refactor!
|
||||
Resource<SFXResource> mSoundResource;
|
||||
|
||||
|
||||
|
||||
// SFXDesctriptions, some off these will be removed
|
||||
F32 mPitchAdjust;
|
||||
|
|
@ -121,9 +112,6 @@ protected:
|
|||
F32 mPriority;
|
||||
*/
|
||||
|
||||
typedef Signal<void()> SoundAssetChanged;
|
||||
SoundAssetChanged mChangeSignal;
|
||||
|
||||
public:
|
||||
enum SoundAssetErrCode
|
||||
{
|
||||
|
|
@ -142,41 +130,79 @@ public:
|
|||
if (errCode > SoundAssetErrCode::Extended) return "undefined error";
|
||||
return mErrCodeStrings[errCode - Parent::Extended];
|
||||
};
|
||||
|
||||
private:
|
||||
StringTableEntry mSoundFile[SFXPlayList::SFXPlaylistSettings::NUM_SLOTS];
|
||||
Resource<SFXResource> mSoundResource[SFXPlayList::SFXPlaylistSettings::NUM_SLOTS];
|
||||
|
||||
SFXDescription mProfileDesc;
|
||||
|
||||
SFXPlayList mPlaylist;
|
||||
// subtitles
|
||||
StringTableEntry mSubtitleString;
|
||||
bool mPreload;
|
||||
bool mIsPlaylist;
|
||||
SFXTrack* mResolvedTrack;
|
||||
SFXDescription* mResolvedDescription;
|
||||
|
||||
public:
|
||||
SoundAsset();
|
||||
virtual ~SoundAsset();
|
||||
|
||||
/// Engine.
|
||||
static void initPersistFields();
|
||||
void onRemove() override;
|
||||
void inspectPostApply() override;
|
||||
void copyTo(SimObject* object) override;
|
||||
|
||||
//SFXResource* getSound() { return mSoundResource; }
|
||||
Resource<SFXResource> getSoundResource(const U32 slotId = 0) { load(); return mSFXProfile[slotId]->getResource(); }
|
||||
Resource<SFXResource> getSoundResource(const U32 slotId = 0) { load(); return mSoundResource[slotId]; }
|
||||
|
||||
/// Declare Console Object.
|
||||
DECLARE_CONOBJECT(SoundAsset);
|
||||
|
||||
static bool _setSoundFile(void* object, const char* index, const char* data);
|
||||
// asset Base load
|
||||
U32 load() override;
|
||||
inline StringTableEntry getSoundPath(const U32 slotId = 0) const { return mSoundPath[slotId]; };
|
||||
SFXProfile* getSfxProfile(const U32 slotId = 0) { return mSFXProfile[slotId]; }
|
||||
SFXPlayList* getSfxPlaylist() { return &mPlaylist; }
|
||||
SFXTrack* getSFXTrack() { load(); return mIsPlaylist ? dynamic_cast<SFXTrack*>(&mPlaylist) : dynamic_cast<SFXTrack*>(mSFXProfile[0].getPointer()); }
|
||||
SFXDescription* getSfxDescription() { return &mProfileDesc; }
|
||||
bool isPlaylist(){ return mIsPlaylist; }
|
||||
|
||||
void setSoundFile(StringTableEntry pSoundFile, U32 slot = 0);
|
||||
inline StringTableEntry getSoundFile(U32 slot = 0) { return mSoundFile[slot]; }
|
||||
inline StringTableEntry getRelativeSoundFile(U32 slot = 0) { return collapseAssetFilePath(mSoundFile[slot]); }
|
||||
|
||||
SFXTrack* getSFXTrack() { load(); return mResolvedTrack; }
|
||||
SFXDescription* getSfxDescription() { return mResolvedDescription ? mResolvedDescription : &mProfileDesc; }
|
||||
bool isPlaylist() { return mIsPlaylist; }
|
||||
|
||||
bool isLoop() { return mProfileDesc.mIsLooping; }
|
||||
bool is3D() { return mProfileDesc.mIs3D; }
|
||||
|
||||
static StringTableEntry getAssetIdByFileName(StringTableEntry fileName);
|
||||
static U32 getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* materialAsset);
|
||||
static U32 getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsset>* matAsset);
|
||||
static U32 getAssetByFilename(StringTableEntry fileName, AssetPtr<SoundAsset>* matAsset);
|
||||
|
||||
void buildDescription();
|
||||
SFXProfile* buildProfile();
|
||||
SFXPlayList* buildPlaylist();
|
||||
|
||||
void populateSFXTrack(void);
|
||||
|
||||
protected:
|
||||
void initializeAsset(void) override;
|
||||
void _onResourceChanged(const Torque::Path & path);
|
||||
void onAssetRefresh(void) override;
|
||||
// Asset Base callback
|
||||
void initializeAsset(void) override;
|
||||
void _onResourceChanged(const Torque::Path& path);
|
||||
void onAssetRefresh(void) override;
|
||||
|
||||
/// Taml callbacks.
|
||||
void onTamlPreWrite(void) override;
|
||||
void onTamlPostWrite(void) override;
|
||||
void onTamlCustomWrite(TamlCustomNodes& customNodes) override;
|
||||
void onTamlCustomRead(const TamlCustomNodes& customNodes) override;
|
||||
|
||||
protected:
|
||||
static bool _setSoundFile(void* obj, const char* index, const char* data) { U32 idx = 0; if (index) idx = dAtoi(index); static_cast<SoundAsset*>(obj)->setSoundFile(data, idx); return false; }
|
||||
|
||||
};
|
||||
|
||||
DECLARE_STRUCT(AssetPtr<SoundAsset>)
|
||||
DefineConsoleType(TypeSoundAssetPtr, SoundAsset)
|
||||
DefineConsoleType(TypeSoundAssetId, String)
|
||||
|
||||
|
|
@ -272,8 +298,8 @@ public: \
|
|||
\
|
||||
const StringTableEntry get##name() const\
|
||||
{\
|
||||
if (m##name##Asset && (m##name##Asset->getSoundPath() != StringTable->EmptyString()))\
|
||||
return m##name##Asset->getSoundPath();\
|
||||
if (m##name##Asset && (m##name##Asset->getSoundFile() != StringTable->EmptyString()))\
|
||||
return m##name##Asset->getSoundFile();\
|
||||
else if (m##name##AssetId != StringTable->EmptyString())\
|
||||
return m##name##AssetId;\
|
||||
else if (m##name##Name != StringTable->EmptyString())\
|
||||
|
|
@ -467,8 +493,8 @@ public: \
|
|||
\
|
||||
const StringTableEntry get##name(const U32& index) const\
|
||||
{\
|
||||
if (m##name##Asset[index] && (m##name##Asset[index]->getSoundPath() != StringTable->EmptyString()))\
|
||||
return m##name##Asset[index]->getSoundPath();\
|
||||
if (m##name##Asset[index] && (m##name##Asset[index]->getSoundFile() != StringTable->EmptyString()))\
|
||||
return m##name##Asset[index]->getSoundFile();\
|
||||
else if (m##name##AssetId[index] != StringTable->EmptyString())\
|
||||
return m##name##AssetId[index];\
|
||||
else if (m##name##Name[index] != StringTable->EmptyString())\
|
||||
|
|
|
|||
|
|
@ -3309,30 +3309,19 @@ Torque::Path AssetImporter::importSoundAsset(AssetImportObject* assetItem)
|
|||
|
||||
StringTableEntry assetName = StringTable->insert(assetItem->assetName.c_str());
|
||||
|
||||
String soundFileName = assetItem->filePath.getFileName() + "." + assetItem->filePath.getExtension();
|
||||
String assetPath = targetPath + "/" + soundFileName;
|
||||
String soundFileName = assetItem->filePath.getFullFileName();
|
||||
String assetPath = "@" + soundFileName;
|
||||
String tamlPath = targetPath + "/" + assetName + ".asset.taml";
|
||||
String originalPath = assetItem->filePath.getFullPath().c_str();
|
||||
|
||||
char qualifiedFromFile[2048];
|
||||
char qualifiedToFile[2048];
|
||||
|
||||
#ifndef TORQUE_SECURE_VFS
|
||||
Platform::makeFullPathName(originalPath.c_str(), qualifiedFromFile, sizeof(qualifiedFromFile));
|
||||
Platform::makeFullPathName(assetPath.c_str(), qualifiedToFile, sizeof(qualifiedToFile));
|
||||
#else
|
||||
dStrcpy(qualifiedFromFile, originalPath.c_str(), sizeof(qualifiedFromFile));
|
||||
dStrcpy(qualifiedToFile, assetPath.c_str(), sizeof(qualifiedToFile));
|
||||
#endif
|
||||
|
||||
newAsset->setAssetName(assetName);
|
||||
newAsset->_setSoundFile(newAsset, "0", soundFileName.c_str());
|
||||
newAsset->setSoundFile(assetPath.c_str());
|
||||
|
||||
//If it's not a re-import, check that the file isn't being in-place imported. If it isn't, store off the original
|
||||
//file path for reimporting support later
|
||||
if (!isReimport && String::compare(qualifiedFromFile, qualifiedToFile) && Torque::FS::IsFile(qualifiedFromFile))
|
||||
if (!isReimport)
|
||||
{
|
||||
newAsset->setDataField(StringTable->insert("originalFilePath"), NULL, qualifiedFromFile);
|
||||
newAsset->setDataField(StringTable->insert("originalFilePath"), nullptr, originalPath.c_str());
|
||||
}
|
||||
|
||||
Taml tamlWriter;
|
||||
|
|
@ -3345,18 +3334,6 @@ Torque::Path AssetImporter::importSoundAsset(AssetImportObject* assetItem)
|
|||
return "";
|
||||
}
|
||||
|
||||
if (!isReimport)
|
||||
{
|
||||
bool isInPlace = !String::compare(qualifiedFromFile, qualifiedToFile);
|
||||
|
||||
if (!isInPlace && !Torque::FS::CopyFile(qualifiedFromFile, qualifiedToFile, !isReimport))
|
||||
{
|
||||
dSprintf(importLogBuffer, sizeof(importLogBuffer), "Error! Unable to copy file %s", assetItem->filePath.getFullPath().c_str());
|
||||
activityLog.push_back(importLogBuffer);
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
return tamlPath;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -820,7 +820,7 @@ void SFXEmitter::_update()
|
|||
// is toggled on a local profile sound. It makes the
|
||||
// editor feel responsive and that things are working.
|
||||
if( gEditingMission &&
|
||||
(SoundAsset::getAssetErrCode(mSoundAsset) || !mSoundAsset->getSfxProfile()) &&
|
||||
(SoundAsset::getAssetErrCode(mSoundAsset) || !mSoundAsset->getSFXTrack()) &&
|
||||
mPlayOnAdd &&
|
||||
mDirty.test( IsLooping ) )
|
||||
prevState = SFXStatusPlaying;
|
||||
|
|
|
|||
|
|
@ -1888,13 +1888,13 @@ DefineEngineFunction( sfxPlayOnce, S32, (StringTableEntry assetId, const char* a
|
|||
|
||||
if (String::isEmpty(arg0) || !tempSoundAsset->is3D())
|
||||
{
|
||||
source = SFX->playOnce(tempSoundAsset->getSfxProfile());
|
||||
source = SFX->playOnce(tempSoundAsset->getSFXTrack());
|
||||
}
|
||||
else
|
||||
{
|
||||
MatrixF transform;
|
||||
transform.set(EulerF(0, 0, 0), Point3F(dAtof(arg0), dAtof(arg1), dAtof(arg2)));
|
||||
source = SFX->playOnce(tempSoundAsset->getSfxProfile(), &transform, NULL, dAtof(arg3));
|
||||
source = SFX->playOnce(tempSoundAsset->getSFXTrack(), &transform, NULL, dAtof(arg3));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -12,6 +12,53 @@ function SoundAsset::onChanged(%this)
|
|||
if (isObject($PreviewSoundSource))
|
||||
sfxStop($PreviewSoundSource);
|
||||
}
|
||||
function SoundAsset::onShowActionMenu(%this)
|
||||
{
|
||||
GenericAsset::onShowActionMenu(%this);
|
||||
|
||||
%assetId = %this.getAssetId();
|
||||
|
||||
EditAssetPopup.objectData = %assetId;
|
||||
EditAssetPopup.objectType = AssetDatabase.getAssetType(%assetId);
|
||||
|
||||
EditAssetPopup.reloadItems();
|
||||
|
||||
EditAssetPopup.showPopup(Canvas);
|
||||
}
|
||||
|
||||
|
||||
function SoundAsset::onEditProperties(%this)
|
||||
{
|
||||
Canvas.pushDialog(AssetBrowser_editAsset);
|
||||
|
||||
AssetBrowser_editAssetWindow.text = "Asset Properties - " @ %this.getAssetId();
|
||||
|
||||
AssetEditInspector.tempAsset = %this.deepClone();
|
||||
|
||||
AssetEditInspector.inspect(%this);
|
||||
AssetBrowser_editAsset.editedObjectData = %this.getAssetId();
|
||||
AssetBrowser_editAsset.editedObject = %this;
|
||||
AssetBrowser_editAsset.editedObjectType = AssetDatabase.getAssetType(%this.getAssetId());
|
||||
|
||||
//remove some of the groups we don't need:
|
||||
for(%i=0; %i < AssetEditInspector.getCount(); %i++)
|
||||
{
|
||||
%caption = AssetEditInspector.getObject(%i).caption;
|
||||
|
||||
if(%caption $= "Ungrouped" || %caption $= "Object" || %caption $= "Editing"
|
||||
|| %caption $= "Persistence" || %caption $= "Dynamic Fields")
|
||||
{
|
||||
AssetEditInspector.remove(AssetEditInspector.getObject(%i));
|
||||
%i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Called when the AssetType has it's properties saved from the onEditProperties process
|
||||
function SoundAsset::onSaveProperties(%this)
|
||||
{
|
||||
%this.refreshAsset();
|
||||
}
|
||||
|
||||
function SoundAsset::buildBrowserElement(%this, %previewData)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue