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https://github.com/TorqueGameEngines/Torque3D.git
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SoundAsset Refactor
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parent
9f29bee45f
commit
da40838560
61 changed files with 1333 additions and 1828 deletions
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@ -173,7 +173,6 @@ SFXDescription::SFXDescription( const SFXDescription& desc )
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mStreamPacketSize( desc.mStreamPacketSize ),
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mUseReverb( desc.mUseReverb ),
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mStreamReadAhead( desc.mStreamReadAhead ),
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mReverb( desc.mReverb ),
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mScatterDistance( desc.mScatterDistance ),
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mPriority( desc.mPriority )
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{
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@ -206,7 +205,6 @@ SFXDescription::SFXDescription(const SFXDescription& other, bool temp_clone)
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mStreamPacketSize( other.mStreamPacketSize ),
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mStreamReadAhead( other.mStreamReadAhead ),
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mUseReverb( other.mUseReverb ),
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mReverb( other.mReverb ),
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mPriority( other.mPriority ),
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mScatterDistance( other.mScatterDistance )
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{
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@ -390,54 +388,12 @@ void SFXDescription::initPersistFields()
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addGroup( "Reverb" );
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addField("useCustomReverb", TypeBool, Offset(mUseReverb, SFXDescription),
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addField("allowReverb", TypeBool, Offset(mUseReverb, SFXDescription),
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"If true, use the reverb properties defined here on sounds.\n"
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"By default, sounds will be assigned a generic reverb profile. By setting this flag to true, "
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"a custom reverb setup can be defined using the \"Reverb\" properties that will then be assigned "
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"to sounds playing with the description.\n\n"
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"@ref SFX_reverb");
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addFieldV("reverbDensity", TypeRangedF32, Offset(mReverb.flDensity, SFXDescription), &CommonValidators::PositiveFloat,
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"Density of reverb environment.");
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addFieldV("reverbDiffusion", TypeRangedF32, Offset(mReverb.flDiffusion, SFXDescription), &CommonValidators::PositiveFloat,
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"Environment diffusion.");
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addFieldV("reverbGain", TypeRangedF32, Offset(mReverb.flGain, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Gain Level.");
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addFieldV("reverbGainHF", TypeRangedF32, Offset(mReverb.flGainHF, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Gain to high frequencies");
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addFieldV("reverbGainLF", TypeRangedF32, Offset(mReverb.flGainLF, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Gain to high frequencies");
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addFieldV("reverbDecayTime", TypeRangedF32, Offset(mReverb.flDecayTime, SFXDescription), &CommonValidators::PositiveFloat,
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"Decay time for the reverb.");
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addFieldV("reverbDecayHFRatio", TypeRangedF32, Offset(mReverb.flDecayHFRatio, SFXDescription), &CommonValidators::PositiveFloat,
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"High frequency decay time ratio.");
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addFieldV("reverbDecayLFRatio", TypeRangedF32, Offset(mReverb.flDecayLFRatio, SFXDescription), &CommonValidators::PositiveFloat,
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"High frequency decay time ratio.");
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addFieldV("reflectionsGain", TypeRangedF32, Offset(mReverb.flReflectionsGain, SFXDescription), &CommonValidators::PositiveFloat,
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"Reflection Gain.");
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addFieldV("reflectionDelay", TypeRangedF32, Offset(mReverb.flReflectionsDelay, SFXDescription), &CommonValidators::PositiveFloat,
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"How long to delay reflections.");
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addFieldV("lateReverbGain", TypeRangedF32, Offset(mReverb.flLateReverbGain, SFXDescription), &CommonValidators::PositiveFloat,
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"Late reverb gain amount.");
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addFieldV("lateReverbDelay", TypeRangedF32, Offset(mReverb.flLateReverbDelay, SFXDescription), &CommonValidators::PositiveFloat,
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"Late reverb delay time.");
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addFieldV("reverbEchoTime", TypeRangedF32, Offset(mReverb.flEchoTime, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb echo time.");
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addFieldV("reverbEchoDepth", TypeRangedF32, Offset(mReverb.flEchoDepth, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb echo depth.");
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addFieldV("reverbModTime", TypeRangedF32, Offset(mReverb.flModulationTime, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Modulation time.");
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addFieldV("reverbModDepth", TypeRangedF32, Offset(mReverb.flModulationDepth, SFXDescription), &CommonValidators::NormalizedFloat,
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"Reverb Modulation Depth.");
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addFieldV("airAbsorbtionGainHF", TypeRangedF32, Offset(mReverb.flAirAbsorptionGainHF, SFXDescription), &CommonValidators::PositiveFloat,
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"High Frequency air absorbtion");
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addFieldV("reverbHFRef", TypeRangedF32, Offset(mReverb.flHFReference, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb High Frequency Reference.");
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addFieldV("reverbLFRef", TypeRangedF32, Offset(mReverb.flLFReference, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Low Frequency Reference.");
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addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXDescription), &CommonValidators::NegDefaultF32,
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"Rolloff factor for reverb.");
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addFieldV("decayHFLimit", TypeRangedS32, Offset(mReverb.iDecayHFLimit, SFXDescription), &CommonValidators::PositiveInt,
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"High Frequency decay limit.");
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endGroup("Reverb");
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Parent::initPersistFields();
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@ -495,11 +451,6 @@ void SFXDescription::validate()
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mConeInsideAngle = mClamp( mConeInsideAngle, 0, 360 );
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mConeOutsideAngle = mClamp( mConeOutsideAngle, mConeInsideAngle, 360 );
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mConeOutsideVolume = mClampF( mConeOutsideVolume, 0, 1 );
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if( !mIs3D )
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mUseReverb = false;
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mReverb.validate();
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}
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//-----------------------------------------------------------------------------
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@ -534,30 +485,6 @@ void SFXDescription::packData( BitStream *stream )
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stream->writeFloat( mConeOutsideVolume, 6 );
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if( mUseReverb )
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{
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stream->write(mReverb.flDensity);
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stream->write(mReverb.flDiffusion);
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stream->write(mReverb.flGain);
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stream->write(mReverb.flGainHF);
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stream->write(mReverb.flGainLF);
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stream->write(mReverb.flDecayTime);
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stream->write(mReverb.flDecayHFRatio);
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stream->write(mReverb.flDecayLFRatio);
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stream->write(mReverb.flReflectionsGain);
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stream->write(mReverb.flReflectionsDelay);
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stream->write(mReverb.flLateReverbGain);
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stream->write(mReverb.flLateReverbDelay);
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stream->write(mReverb.flEchoTime);
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stream->write(mReverb.flEchoDepth);
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stream->write(mReverb.flModulationTime);
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stream->write(mReverb.flModulationDepth);
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stream->write(mReverb.flAirAbsorptionGainHF);
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stream->write(mReverb.flHFReference);
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stream->write(mReverb.flLFReference);
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stream->write(mReverb.flRoomRolloffFactor);
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stream->write(mReverb.iDecayHFLimit);
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}
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}
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stream->write( mFadeInTime );
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@ -607,30 +534,6 @@ void SFXDescription::unpackData( BitStream *stream )
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mConeOutsideVolume = stream->readFloat( 6 );
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if( mUseReverb )
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{
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stream->read(&mReverb.flDensity);
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stream->read(&mReverb.flDiffusion);
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stream->read(&mReverb.flGain);
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stream->read(&mReverb.flGainHF);
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stream->read(&mReverb.flGainLF);
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stream->read(&mReverb.flDecayTime);
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stream->read(&mReverb.flDecayHFRatio);
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stream->read(&mReverb.flDecayLFRatio);
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stream->read(&mReverb.flReflectionsGain);
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stream->read(&mReverb.flReflectionsDelay);
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stream->read(&mReverb.flLateReverbGain);
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stream->read(&mReverb.flLateReverbDelay);
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stream->read(&mReverb.flEchoTime);
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stream->read(&mReverb.flEchoDepth);
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stream->read(&mReverb.flModulationTime);
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stream->read(&mReverb.flModulationDepth);
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stream->read(&mReverb.flAirAbsorptionGainHF);
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stream->read(&mReverb.flHFReference);
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stream->read(&mReverb.flLFReference);
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stream->read(&mReverb.flRoomRolloffFactor);
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stream->read(&mReverb.iDecayHFLimit);
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}
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}
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stream->read( &mFadeInTime );
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