Sfx playlist asset working (#1109)

* GroundWork

-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function

* Update sfxController.cpp

* SFXPlaylist data

-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled

* Update SoundAsset.cpp

to stop git ci complaining, assetImporter........

* Update SoundAsset.h

* sfxPlaylist

-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.

* Update SoundAsset.h

-updated asset array to return playlist or profile depending on what the asset is

* SFXPlaylist working

-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.

Still an exception when closing if using a playlist trips on line 355 of sfxSound

* Update sfxSound.h

* setSoundFile index null fix

* Update SoundAsset.h

* Update SoundAsset.h

* netstream safety in case of a null asset assignment

* Update sfxController.cpp

added safeties around a null playlist trying to play.

* Update with Az's asset err code changes

---------

Co-authored-by: AzaezelX <quillus@hotmail.com>
This commit is contained in:
marauder2k7 2023-10-21 23:19:02 +01:00 committed by GitHub
parent 845defb25d
commit 852ed8f225
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GPG key ID: 4AEE18F83AFDEB23
14 changed files with 550 additions and 245 deletions

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@ -387,9 +387,9 @@ void SimSoundAssetEvent::process(NetConnection* con)
{
if (mAsset->is3D())
SFX->playOnce(mAsset->getSfxProfile(), &mTransform);
SFX->playOnce(mAsset->getSFXTrack(), &mTransform);
else
SFX->playOnce(mAsset->getSfxProfile());
SFX->playOnce(mAsset->getSFXTrack());
}