SoundAsset Refactor

This commit is contained in:
marauder2k7 2025-12-12 12:27:33 +00:00
parent 9f29bee45f
commit da40838560
61 changed files with 1333 additions and 1828 deletions

View file

@ -1,10 +1,9 @@
<SoundAsset
AssetName="buttonClick"
sourceGroup="AudioChannelDefault"
MaxDistance="100">
sourceGroup="AudioChannelGui"
originalFilePath="core/gui/sounds/buttonClick.wav">
<SoundAsset.slots>
<slots_beginarray
SoundFile="@assetFile=buttonClick.wav"
MaxDistance="100"/>
SoundFile="@assetFile=@buttonClick.wav"/>
</SoundAsset.slots>
</SoundAsset>

View file

@ -1,10 +1,9 @@
<SoundAsset
AssetName="buttonHover"
sourceGroup="AudioChannelDefault"
MaxDistance="100">
sourceGroup="AudioChannelGui"
originalFilePath="core/gui/sounds/buttonHover.wav">
<SoundAsset.slots>
<slots_beginarray
SoundFile="@assetFile=buttonHover.wav"
MaxDistance="100"/>
SoundFile="@assetFile=@buttonHover.wav"/>
</SoundAsset.slots>
</SoundAsset>

View file

@ -35,6 +35,13 @@ singleton SFXDescription( AudioChannel )
sourceGroup = AudioChannelMaster;
};
singleton SFXDescription( AudioEffectChannel )
{
sourceGroup = AudioChannelMaster;
allowReverb = true;
};
singleton SFXSource( AudioChannelDefault )
{
description = AudioChannel;
@ -45,7 +52,7 @@ singleton SFXSource( AudioChannelGui )
};
singleton SFXSource( AudioChannelEffects )
{
description = AudioChannel;
description = AudioEffectChannel;
};
singleton SFXSource( AudioChannelMessages )
{
@ -66,7 +73,7 @@ AudioChannelMusic.play();
AudioChannelMessages.play();
// Stop in-game effects channels.
AudioChannelEffects.stop();
AudioChannelEffects.play();
//-----------------------------------------------------------------------------
// Master SFXDescriptions.

View file

@ -170,8 +170,8 @@ singleton GuiControlProfile( GuiMenuButtonProfile )
justify = "center";
canKeyFocus = false;
hasBitmapArray = false;
soundButtonDown = "UI:buttonClick";
soundButtonOver = "UI:buttonHover";
soundButtonDownAsset = "UI:buttonClick";
soundButtonOverAsset = "UI:buttonHover";
category = "BaseUI";
fontColors[0] = "200 200 200 255";
fontColors[2] = "108 108 108 255";

View file

@ -1,10 +1,8 @@
<SoundAsset
AssetName="buttonClick"
soundFile="@assetFile=buttonClick.wav"
PitchAdjust="1"
VolumeAdjust="1"
is3D="false"
minDistance="1"
maxDistance="100"
sourceGroup="AudioChannelGui"
/>
<SoundAsset
AssetName="buttonClick"
originalFilePath="data/UI/sounds/buttonClick.wav">
<SoundAsset.slots>
<slots_beginarray
SoundFile="@assetFile=@buttonClick.wav"/>
</SoundAsset.slots>
</SoundAsset>

View file

@ -1,10 +1,9 @@
<SoundAsset
AssetName="buttonHover"
soundFile="@assetFile=buttonHover.wav"
PitchAdjust="1"
VolumeAdjust="1"
is3D="false"
minDistance="1"
maxDistance="100"
sourceGroup="AudioChannelGui"
/>
<SoundAsset
AssetName="buttonHover"
sourceGroup="AudioChannelGui"
originalFilePath="data/UI/sounds/buttonHover.wav">
<SoundAsset.slots>
<slots_beginarray
SoundFile="@assetFile=@buttonHover.wav"/>
</SoundAsset.slots>
</SoundAsset>

View file

@ -13,6 +13,54 @@ function SoundAsset::onChanged(%this)
sfxStop($PreviewSoundSource);
}
function SoundAsset::onShowActionMenu(%this)
{
GenericAsset::onShowActionMenu(%this);
%assetId = %this.getAssetId();
EditAssetPopup.objectData = %assetId;
EditAssetPopup.objectType = AssetDatabase.getAssetType(%assetId);
EditAssetPopup.reloadItems();
EditAssetPopup.showPopup(Canvas);
}
function SoundAsset::onEditProperties(%this)
{
Canvas.pushDialog(AssetBrowser_editAsset);
AssetBrowser_editAssetWindow.text = "Asset Properties - " @ %this.getAssetId();
AssetEditInspector.tempAsset = %this.deepClone();
AssetEditInspector.inspect(%this);
AssetBrowser_editAsset.editedObjectData = %this.getAssetId();
AssetBrowser_editAsset.editedObject = %this;
AssetBrowser_editAsset.editedObjectType = AssetDatabase.getAssetType(%this.getAssetId());
//remove some of the groups we don't need:
for(%i=0; %i < AssetEditInspector.getCount(); %i++)
{
%caption = AssetEditInspector.getObject(%i).caption;
if(%caption $= "Ungrouped" || %caption $= "Object" || %caption $= "Editing"
|| %caption $= "Persistence" || %caption $= "Dynamic Fields")
{
AssetEditInspector.remove(AssetEditInspector.getObject(%i));
%i--;
}
}
}
//Called when the AssetType has it's properties saved from the onEditProperties process
function SoundAsset::onSaveProperties(%this)
{
%this.refreshAsset();
}
function SoundAsset::buildBrowserElement(%this, %previewData)
{
%previewData.assetName = %this.assetName;