mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
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:
parent
845defb25d
commit
852ed8f225
14 changed files with 550 additions and 245 deletions
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@ -23,6 +23,7 @@
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#include "sfx/sfxPlayList.h"
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#include "sfx/sfxState.h"
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#include "sfx/sfxTypes.h"
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#include "sfx/sfxDescription.h"
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#include "core/stream/bitStream.h"
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#include "math/mRandom.h"
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#include "math/mathTypes.h"
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@ -218,10 +219,23 @@ SFXPlayList::SFXPlayList()
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: mRandomMode( RANDOM_NotRandom ),
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mLoopMode( LOOP_All ),
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mTrace( false ),
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mNumSlotsToPlay( NUM_SLOTS )
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mNumSlotsToPlay( NUM_SLOTS ),
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mActiveSlots(12)
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{
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for (U32 i=0;i<NUM_SLOTS;i++)
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INIT_SOUNDASSET_ARRAY(Track, i);
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}
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SFXPlayList::~SFXPlayList()
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{
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if (!isTempClone())
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return;
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// cleanup after a temp-clone
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if (mDescription && mDescription->isTempClone())
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{
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delete mDescription;
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mDescription = 0;
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}
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}
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//-----------------------------------------------------------------------------
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@ -250,10 +264,10 @@ void SFXPlayList::initPersistFields()
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addArray( "slots", NUM_SLOTS );
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INITPERSISTFIELD_SOUNDASSET_ARRAY( Track, NUM_SLOTS, SFXPlayList,
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addField("track", TypeSFXTrackName, Offset(mSlots.mTrack, SFXPlayList), NUM_SLOTS,
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"Track to play in this slot.\n"
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"This must be set for the slot to be considered for playback. Other settings for a slot "
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"will not take effect except this field is set." );
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"will not take effect except this field is set.");
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addField( "replay", TYPEID< EReplayMode >(), Offset( mSlots.mReplayMode, SFXPlayList ), 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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@ -340,32 +354,64 @@ void SFXPlayList::initPersistFields()
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//-----------------------------------------------------------------------------
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U32 SFXPlayList::getNumSlots()
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{
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U32 trackCount = 0;
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for (U32 i = 0; i < NUM_SLOTS; i++)
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{
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if (mSlots.mTrack[i] == NULL)
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{
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return i;
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}
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trackCount++;
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}
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return trackCount;
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}
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bool SFXPlayList::isLooping() const
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{
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// pretty useless in playlist, looping handled differently.
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return false;
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}
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bool SFXPlayList::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mActiveSlots = getNumSlots();
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validate();
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return true;
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}
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void SFXPlayList::onRemove()
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{
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Parent::onRemove();
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}
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bool SFXPlayList::preload( bool server, String& errorStr )
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{
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if( !Parent::preload( server, errorStr ) )
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return false;
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mActiveSlots = getNumSlots();
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validate();
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// Resolve SFXTracks and SFXStates on client.
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if( !server )
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{
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for( U32 i = 0; i < NUM_SLOTS; ++ i )
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for( U32 i = 0; i < mActiveSlots; ++ i )
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{
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StringTableEntry track = getTrack(i);
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if (track != StringTable->EmptyString())
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{
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_setTrack(getTrack(i), i);
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if (!getTrackProfile(i))
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{
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Con::errorf("SFXPlayList::Preload() - unable to find sfxProfile for asset %s", mTrackAssetId[i]);
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if (!sfxResolve(&mSlots.mTrack[i], errorStr))
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return false;
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}
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if (!sfxResolve(&mSlots.mState[i], errorStr))
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if (!sfxResolve(&mSlots.mState[i], errorStr))
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return false;
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}
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}
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}
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@ -382,55 +428,57 @@ void SFXPlayList::packData( BitStream* stream )
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stream->writeInt( mLoopMode, NUM_LOOP_MODE_BITS );
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stream->writeInt( mNumSlotsToPlay, NUM_SLOTS_TO_PLAY_BITS );
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#define FOR_EACH_SLOT \
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for( U32 i = 0; i < NUM_SLOTS; ++ i )
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FOR_EACH_SLOT stream->writeInt( mSlots.mReplayMode[ i ], NUM_REPLAY_MODE_BITS );
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FOR_EACH_SLOT stream->writeInt( mSlots.mTransitionIn[ i ], NUM_TRANSITION_MODE_BITS );
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FOR_EACH_SLOT stream->writeInt( mSlots.mTransitionOut[ i ], NUM_TRANSITION_MODE_BITS );
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FOR_EACH_SLOT stream->writeInt( mSlots.mStateMode[ i ], NUM_STATE_MODE_BITS );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeIn.mValue[ i ] != -1 ))
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stream->write( mSlots.mFadeTimeIn.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag( mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag( mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeOut.mValue[ i ] != -1 ))
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stream->write( mSlots.mFadeTimeOut.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeOut.mVariance[i][0] > 0))
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stream->write(mSlots.mFadeTimeOut.mVariance[i][0]);
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mFadeTimeOut.mVariance[i][1] > 0))
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stream->write(mSlots.mFadeTimeOut.mVariance[i][1]);
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeIn.mValue[ i ] > 0))
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stream->write(mSlots.mDelayTimeIn.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeOut.mValue[ i ] > 0))
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stream->write(mSlots.mDelayTimeOut.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mVolumeScale.mValue[ i ] != 1))
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stream->write(mSlots.mVolumeScale.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mVolumeScale.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mVolumeScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mVolumeScale.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mVolumeScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mPitchScale.mValue[ i ] != 1))
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stream->write(mSlots.mPitchScale.mValue[ i ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mPitchScale.mVariance[ i ][ 0 ] > 0))
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stream->write(mSlots.mPitchScale.mVariance[ i ][ 0 ] );
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FOR_EACH_SLOT if (stream->writeFlag(mSlots.mPitchScale.mVariance[ i ][ 1 ] > 0))
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stream->write(mSlots.mPitchScale.mVariance[ i ][ 1 ] );
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FOR_EACH_SLOT if (stream->writeFlag( mSlots.mRepeatCount[ i ] > 0))
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stream->write( mSlots.mRepeatCount[ i ] );
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FOR_EACH_SLOT sfxWrite( stream, mSlots.mState[ i ] );
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FOR_EACH_SLOT PACKDATA_SOUNDASSET_ARRAY(Track, i);
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stream->writeInt(mActiveSlots, 8);
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for (U32 i = 0; i < mActiveSlots; ++i)
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{
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stream->writeInt(mSlots.mReplayMode[i], NUM_REPLAY_MODE_BITS);
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stream->writeInt(mSlots.mTransitionIn[i], NUM_TRANSITION_MODE_BITS);
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stream->writeInt(mSlots.mTransitionOut[i], NUM_TRANSITION_MODE_BITS);
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stream->writeInt(mSlots.mStateMode[i], NUM_STATE_MODE_BITS);
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if (stream->writeFlag(mSlots.mFadeTimeIn.mValue[i] != -1))
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stream->write(mSlots.mFadeTimeIn.mValue[i]);
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if (stream->writeFlag(mSlots.mFadeTimeIn.mVariance[i][0] > 0))
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stream->write(mSlots.mFadeTimeIn.mVariance[i][0]);
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if (stream->writeFlag(mSlots.mFadeTimeIn.mVariance[i][1] > 0))
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stream->write(mSlots.mFadeTimeIn.mVariance[i][1]);
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if (stream->writeFlag(mSlots.mFadeTimeOut.mValue[i] != -1))
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stream->write(mSlots.mFadeTimeOut.mValue[i]);
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if (stream->writeFlag(mSlots.mFadeTimeOut.mVariance[i][0] > 0))
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stream->write(mSlots.mFadeTimeOut.mVariance[i][0]);
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if (stream->writeFlag(mSlots.mFadeTimeOut.mVariance[i][1] > 0))
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stream->write(mSlots.mFadeTimeOut.mVariance[i][1]);
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if (stream->writeFlag(mSlots.mDelayTimeIn.mValue[i] > 0))
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stream->write(mSlots.mDelayTimeIn.mValue[i]);
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if (stream->writeFlag(mSlots.mDelayTimeIn.mVariance[i][0] > 0))
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stream->write(mSlots.mDelayTimeIn.mVariance[i][0]);
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if (stream->writeFlag(mSlots.mDelayTimeIn.mVariance[i][1] > 0))
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stream->write(mSlots.mDelayTimeIn.mVariance[i][1]);
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if (stream->writeFlag(mSlots.mDelayTimeOut.mValue[i] > 0))
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stream->write(mSlots.mDelayTimeOut.mValue[i]);
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if (stream->writeFlag(mSlots.mDelayTimeOut.mVariance[i][0] > 0))
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stream->write(mSlots.mDelayTimeOut.mVariance[i][0]);
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if (stream->writeFlag(mSlots.mDelayTimeOut.mVariance[i][1] > 0))
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stream->write(mSlots.mDelayTimeOut.mVariance[i][1]);
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if (stream->writeFlag(mSlots.mVolumeScale.mValue[i] != 1))
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stream->write(mSlots.mVolumeScale.mValue[i]);
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if (stream->writeFlag(mSlots.mVolumeScale.mVariance[i][0] > 0))
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stream->write(mSlots.mVolumeScale.mVariance[i][0]);
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if (stream->writeFlag(mSlots.mVolumeScale.mVariance[i][1] > 0))
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stream->write(mSlots.mVolumeScale.mVariance[i][1]);
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if (stream->writeFlag(mSlots.mPitchScale.mValue[i] != 1))
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stream->write(mSlots.mPitchScale.mValue[i]);
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if (stream->writeFlag(mSlots.mPitchScale.mVariance[i][0] > 0))
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stream->write(mSlots.mPitchScale.mVariance[i][0]);
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if (stream->writeFlag(mSlots.mPitchScale.mVariance[i][1] > 0))
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stream->write(mSlots.mPitchScale.mVariance[i][1]);
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if (stream->writeFlag(mSlots.mRepeatCount[i] > 0))
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stream->write(mSlots.mRepeatCount[i]);
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sfxWrite(stream, mSlots.mState[i]);
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sfxWrite(stream, mSlots.mTrack[i]);
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}
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}
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//-----------------------------------------------------------------------------
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@ -442,36 +490,39 @@ void SFXPlayList::unpackData( BitStream* stream )
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mRandomMode = ( ERandomMode ) stream->readInt( NUM_RANDOM_MODE_BITS );
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mLoopMode = ( ELoopMode ) stream->readInt( NUM_LOOP_MODE_BITS );
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mNumSlotsToPlay = stream->readInt( NUM_SLOTS_TO_PLAY_BITS );
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FOR_EACH_SLOT mSlots.mReplayMode[ i ] = ( EReplayMode ) stream->readInt( NUM_REPLAY_MODE_BITS );
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FOR_EACH_SLOT mSlots.mTransitionIn[ i ] = ( ETransitionMode ) stream->readInt( NUM_TRANSITION_MODE_BITS );
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FOR_EACH_SLOT mSlots.mTransitionOut[ i ] = ( ETransitionMode ) stream->readInt( NUM_TRANSITION_MODE_BITS );
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FOR_EACH_SLOT mSlots.mStateMode[ i ] = ( EStateMode ) stream->readInt( NUM_STATE_MODE_BITS );
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeIn.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeOut.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeIn.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeOut.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mVolumeScale.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mPitchScale.mValue[ i ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mPitchScale.mVariance[ i ][ 0 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mPitchScale.mVariance[ i ][ 1 ] );}
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FOR_EACH_SLOT if(stream->readFlag()){ stream->read( &mSlots.mRepeatCount[ i ] );}
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FOR_EACH_SLOT sfxRead( stream, &mSlots.mState[ i ] );
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FOR_EACH_SLOT UNPACKDATA_SOUNDASSET_ARRAY(Track, i);
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#undef FOR_EACH_SLOT
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mActiveSlots = stream->readInt(8);
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for (U32 i = 0; i < mActiveSlots; ++i)
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{
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mSlots.mReplayMode[i] = (EReplayMode)stream->readInt(NUM_REPLAY_MODE_BITS);
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mSlots.mTransitionIn[i] = (ETransitionMode)stream->readInt(NUM_TRANSITION_MODE_BITS);
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mSlots.mTransitionOut[i] = (ETransitionMode)stream->readInt(NUM_TRANSITION_MODE_BITS);
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mSlots.mStateMode[i] = (EStateMode)stream->readInt(NUM_STATE_MODE_BITS);
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if (stream->readFlag()) { stream->read(&mSlots.mFadeTimeIn.mValue[i]); }
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if (stream->readFlag()) { stream->read(&mSlots.mFadeTimeIn.mVariance[i][0]); }
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if (stream->readFlag()) { stream->read(&mSlots.mFadeTimeIn.mVariance[i][1]); }
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if (stream->readFlag()) { stream->read(&mSlots.mFadeTimeOut.mValue[i]); }
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if (stream->readFlag()) { stream->read(&mSlots.mFadeTimeOut.mVariance[i][0]); }
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if (stream->readFlag()) { stream->read(&mSlots.mFadeTimeOut.mVariance[i][1]); }
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if (stream->readFlag()) { stream->read(&mSlots.mDelayTimeIn.mValue[i]); }
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if (stream->readFlag()) { stream->read(&mSlots.mDelayTimeIn.mVariance[i][0]); }
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if (stream->readFlag()) { stream->read(&mSlots.mDelayTimeIn.mVariance[i][1]); }
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if (stream->readFlag()) { stream->read(&mSlots.mDelayTimeOut.mValue[i]); }
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if (stream->readFlag()) { stream->read(&mSlots.mDelayTimeOut.mVariance[i][0]); }
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if (stream->readFlag()) { stream->read(&mSlots.mDelayTimeOut.mVariance[i][1]); }
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if (stream->readFlag()) { stream->read(&mSlots.mVolumeScale.mValue[i]); }
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if (stream->readFlag()) { stream->read(&mSlots.mVolumeScale.mVariance[i][0]); }
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if (stream->readFlag()) { stream->read(&mSlots.mVolumeScale.mVariance[i][1]); }
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if (stream->readFlag()) { stream->read(&mSlots.mPitchScale.mValue[i]); }
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if (stream->readFlag()) { stream->read(&mSlots.mPitchScale.mVariance[i][0]); }
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if (stream->readFlag()) { stream->read(&mSlots.mPitchScale.mVariance[i][1]); }
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if (stream->readFlag()) { stream->read(&mSlots.mRepeatCount[i]); }
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sfxRead(stream, &mSlots.mState[i]);
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sfxRead(stream, &mSlots.mTrack[i]);
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}
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}
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//-----------------------------------------------------------------------------
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@ -486,8 +537,8 @@ void SFXPlayList::inspectPostApply()
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void SFXPlayList::validate()
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{
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if( mNumSlotsToPlay > NUM_SLOTS )
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mNumSlotsToPlay = NUM_SLOTS;
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if( mNumSlotsToPlay > mActiveSlots )
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mNumSlotsToPlay = mActiveSlots;
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||||
|
||||
mSlots.mFadeTimeIn.validate();
|
||||
mSlots.mFadeTimeOut.validate();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue