sound asset conversions - ambience

This commit is contained in:
AzaezelX 2021-10-14 22:31:00 -05:00
parent f0d919e859
commit 9ab5f61c39
4 changed files with 20 additions and 13 deletions

View file

@ -33,6 +33,9 @@
#include "core/util/tSignal.h"
#endif
#ifndef SOUND_ASSET_H
#include "T3D/assets/SoundAsset.h"
#endif
class SFXEnvironment;
class SFXTrack;
@ -63,7 +66,8 @@ class SFXAmbience : public SimDataBlock
F32 mRolloffFactor;
/// Sound track to play when inside the ambient space.
SFXTrack* mSoundTrack;
DECLARE_SOUNDASSET(SFXAmbience, SoundTrack);
DECLARE_ASSET_SETGET(SFXAmbience, SoundTrack);
/// Reverb environment to apply when inside the ambient space.
SFXEnvironment* mEnvironment;
@ -89,10 +93,7 @@ class SFXAmbience : public SimDataBlock
/// Return the reverb environment of the ambient space.
SFXEnvironment* getEnvironment() const { return mEnvironment; }
/// Return the ambient soundtrack of this ambient space.
SFXTrack* getSoundTrack() const { return mSoundTrack; }
/// Return the given state bound to this ambient space.
SFXState* getState( U32 i ) const
{