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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>
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14 changed files with 550 additions and 245 deletions
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@ -387,9 +387,9 @@ void SimSoundAssetEvent::process(NetConnection* con)
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{
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if (mAsset->is3D())
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SFX->playOnce(mAsset->getSfxProfile(), &mTransform);
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SFX->playOnce(mAsset->getSFXTrack(), &mTransform);
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else
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SFX->playOnce(mAsset->getSfxProfile());
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SFX->playOnce(mAsset->getSFXTrack());
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}
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