diff --git a/Engine/source/T3D/assets/SoundAsset.cpp b/Engine/source/T3D/assets/SoundAsset.cpp index b1a49a32a..0760336fd 100644 --- a/Engine/source/T3D/assets/SoundAsset.cpp +++ b/Engine/source/T3D/assets/SoundAsset.cpp @@ -225,128 +225,143 @@ void SoundAsset::initPersistFields() docsURL; // Call parent. Parent::initPersistFields(); - addGroup("SoundSlots"); - addArray("slots", SFXPlayList::SFXPlaylistSettings::NUM_SLOTS); - addProtectedField("soundFile", TypeAssetLooseFilePath, Offset(mSoundFile, SoundAsset), - &_setSoundFile, &defaultProtectedGetFn, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, "Path to the sound file."); + GROUP("SoundSlots") + { + ARRAY_BEGIN("slots", SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .showWhen(&slotVisible); - addField("replay", TYPEID< SFXPlayList::EReplayMode >(), Offset(mPlaylist.mSlots.mReplayMode, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Behavior when an already playing sound is encountered on this slot from a previous cycle.\n" - "Each slot can have an arbitrary number of sounds playing on it from previous cycles. This field determines " - "how SFXController will handle these sources."); - addField("transitionIn", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionIn, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Behavior when moving into this slot.\n" - "After the delayIn time has expired (if any), this slot determines what the controller " - "will do before actually playing the slot."); - addField("transitionOut", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionOut, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Behavior when moving out of this slot.\n" - "After the #detailTimeOut has expired (if any), this slot determines what the controller " - "will do before moving on to the next slot."); - addFieldV("delayTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeIn.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Seconds to wait after moving into slot before #transitionIn."); - addField("delayTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeIn.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #delayTimeIn.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("delayTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeOut.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Seconds to wait before moving out of slot after #transitionOut."); - addField("delayTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeOut.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #delayTimeOut.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("fadeTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeIn.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Seconds to fade sound in (-1 to use the track's own fadeInTime.)\n" - "@see SFXDescription::fadeTimeIn"); - addField("fadeTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeIn.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #fadeInTime.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("fadeTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeOut.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Seconds to fade sound out (-1 to use the track's own fadeOutTime.)\n" - "@see SFXDescription::fadeTimeOut"); - addField("fadeTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeOut.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #fadeOutTime\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("referenceDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMinDistance.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "@c referenceDistance to set for 3D sounds in this slot (<1 to use @c referenceDistance of track's own description).\n" - "@see SFXDescription::referenceDistance"); - addField("referenceDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMinDistance.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #referenceDistance.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("maxSlotDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMaxDistance.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "@c maxDistance to apply to 3D sounds in this slot (<1 to use @c maxDistance of track's own description).\n" - "@see SFXDescription::maxDistance"); - addField("maxSlotDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMaxDistance.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #maxDistance.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("volumeScale", TypeRangedF32, Offset(mPlaylist.mSlots.mVolumeScale.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Scale factor to apply to volume of sounds played on this list slot.\n" - "This value will scale the actual volume level set on the track assigned to the slot, i.e. a value of 0.5 will " - "cause the track to play at half-volume."); - addField("volumeScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mVolumeScale.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #volumeScale.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("pitchScale", TypeRangedF32, Offset(mPlaylist.mSlots.mPitchScale.mValue, SoundAsset), &CommonValidators::PositiveFloat, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Scale factor to apply to pitch of sounds played on this list slot.\n" - "This value will scale the actual pitch set on the track assigned to the slot, i.e. a value of 0.5 will " - "cause the track to play at half its assigned speed."); - addField("pitchScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mPitchScale.mVariance, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Bounds on randomization of #pitchScale.\n\n" - "@ref SFXPlayList_randomization\n"); - addFieldV("repeatCount", TypeRangedS32, Offset(mPlaylist.mSlots.mRepeatCount, SoundAsset), &CommonValidators::PositiveInt, SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Number of times to loop this slot."); - addField("state", TypeSFXStateName, Offset(mPlaylist.mSlots.mState, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "State that must be active for this slot to play.\n\n" - "@ref SFXPlayList_states"); - addField("stateMode", TYPEID< SFXPlayList::EStateMode >(), Offset(mPlaylist.mSlots.mStateMode, SoundAsset), SFXPlayList::SFXPlaylistSettings::NUM_SLOTS, - "Behavior when assigned state is deactivated while slot is playing.\n\n" - "@ref SFXPlayList_states"); - endArray("slots"); - endGroup("SoundSlots"); + ADD_FIELD("soundFile", TypeAssetLooseFilePath, Offset(mSoundFile, SoundAsset)) + .doc("Path to the sound file.") + .elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .onSet(&_setSoundFile); - addGroup("General Profile"); - addFieldV("pitchAdjust", TypeRangedF32, Offset(mProfileDesc.mPitch, SoundAsset), &CommonValidators::PositiveFloat, "Adjustment of the pitch value 1 is default."); - addFieldV("volumeAdjust", TypeRangedF32, Offset(mProfileDesc.mVolume, SoundAsset), &CommonValidators::PositiveFloat, "Adjustment to the volume."); - addField("is3D", TypeBool, Offset(mProfileDesc.mIs3D, SoundAsset), "Set this sound to 3D."); - addField("isLooping", TypeBool, Offset(mProfileDesc.mIsLooping, SoundAsset), "Does this sound loop."); - // if streaming, a default packet size should be chosen for all sounds. - addField("isStreaming", TypeBool, Offset(mProfileDesc.mIsStreaming, SoundAsset), "Use streaming."); - //....why? - addFieldV("priority", TypeRangedF32, Offset(mProfileDesc.mPriority, SoundAsset), &CommonValidators::PositiveFloat, "Priority level for virtualization of sounds (1 = base level).\n" - "When there are more concurrently active sounds than supported by the audio mixer, some of the sounds " - "need to be culled. Which sounds are culled first depends primarily on total audibility of individual sounds. " - "However, the priority of invidual sounds may be decreased or decreased through this field.\n\n" - "@ref SFXSound_virtualization"); - addField("parameters", TypeSFXParameterName, Offset(mProfileDesc.mParameters, SoundAsset), SFXDescription::MaxNumParameters, - "Names of the parameters to which sources using this description will automatically be linked.\n\n" - "Individual parameters are identified by their #internalName.\n\n" - "@ref SFX_interactive"); - addField("useHardware", TypeBool, Offset(mProfileDesc.mUseHardware, SoundAsset), "Use hardware mixing for this sound."); - addField("sourceGroup", TypeSFXSourceName, Offset(mProfileDesc.mSourceGroup, SoundAsset), "Group that sources playing with this description should be put into."); - addField("preload", TypeBool, Offset(mPreload, SoundAsset), "Whether to preload sound data when the profile is added to system."); - endGroup("General Profile"); + ADD_FIELD("replay", TYPEID< SFXPlayList::EReplayMode >(), Offset(mPlaylist.mSlots.mReplayMode, SoundAsset)) + .doc("Behavior when an already playing sound is encountered on this slot from a previous cycle.\n" + "Each slot can have an arbitrary number of sounds playing on it from previous cycles. This field determines " + "how SFXController will handle these sources.") + .elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS); - addGroup("Fading"); - addFieldV("fadeInTime", TypeRangedF32, Offset(mProfileDesc.mFadeInTime, SoundAsset), &CommonValidators::PositiveFloat, "Number of seconds to gradually fade in volume from zero when playback starts."); - addFieldV("fadeOutTime", TypeRangedF32, Offset(mProfileDesc.mFadeOutTime, SoundAsset), &CommonValidators::PositiveFloat, "Number of seconds to gradually fade out volume down to zero when playback is stopped or paused."); - addField("fadeInEase", TypeEaseF, Offset(mProfileDesc.mFadeInEase, SoundAsset), "Easing curve for fade-in transition."); - addField("fadeOutEase", TypeEaseF, Offset(mProfileDesc.mFadeOutEase, SoundAsset), "Easing curve for fade-out transition."); - addField("fadeLoops", TypeBool, Offset(mProfileDesc.mFadeLoops, SoundAsset), "Fade each cycle of a loop in and/or out; otherwise only fade-in first cycle."); - endGroup("Fading"); + ADD_FIELD("transitionIn", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionIn, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Behavior when moving into this slot.\n" + "After the delayIn time has expired (if any), this slot determines what the controller " + "will do before actually playing the slot."); + ADD_FIELD("transitionOut", TYPEID< SFXPlayList::ETransitionMode >(), Offset(mPlaylist.mSlots.mTransitionOut, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Behavior when moving out of this slot.\n" + "After the #detailTimeOut has expired (if any), this slot determines what the controller " + "will do before moving on to the next slot."); + ADD_FIELD("delayTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeIn.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Seconds to wait after moving into slot before #transitionIn."); + ADD_FIELD("delayTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeIn.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #delayTimeIn.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("delayTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mDelayTimeOut.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Seconds to wait before moving out of slot after #transitionOut."); + ADD_FIELD("delayTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mDelayTimeOut.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #delayTimeOut.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("fadeTimeIn", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeIn.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Seconds to fade sound in (-1 to use the track's own fadeInTime.)\n" + "@see SFXDescription::fadeTimeIn"); + ADD_FIELD("fadeTimeInVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeIn.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #fadeInTime.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("fadeTimeOut", TypeRangedF32, Offset(mPlaylist.mSlots.mFadeTimeOut.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Seconds to fade sound out (-1 to use the track's own fadeOutTime.)\n" + "@see SFXDescription::fadeTimeOut"); + ADD_FIELD("fadeTimeOutVariance", TypePoint2F, Offset(mPlaylist.mSlots.mFadeTimeOut.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #fadeOutTime\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("referenceDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMinDistance.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("@c referenceDistance to set for 3D sounds in this slot (<1 to use @c referenceDistance of track's own description).\n" + "@see SFXDescription::referenceDistance"); + ADD_FIELD("referenceDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMinDistance.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #referenceDistance.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("maxSlotDistance", TypeRangedF32, Offset(mPlaylist.mSlots.mMaxDistance.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("@c maxDistance to apply to 3D sounds in this slot (<1 to use @c maxDistance of track's own description).\n" + "@see SFXDescription::maxDistance"); + ADD_FIELD("maxSlotDistanceVariance", TypePoint2F, Offset(mPlaylist.mSlots.mMaxDistance.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #maxDistance.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("volumeScale", TypeRangedF32, Offset(mPlaylist.mSlots.mVolumeScale.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Scale factor to apply to volume of sounds played on this list slot.\n" + "This value will scale the actual volume level set on the track assigned to the slot, i.e. a value of 0.5 will " + "cause the track to play at half-volume."); + ADD_FIELD("volumeScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mVolumeScale.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #volumeScale.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("pitchScale", TypeRangedF32, Offset(mPlaylist.mSlots.mPitchScale.mValue, SoundAsset)).validate(&CommonValidators::PositiveFloat).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Scale factor to apply to pitch of sounds played on this list slot.\n" + "This value will scale the actual pitch set on the track assigned to the slot, i.e. a value of 0.5 will " + "cause the track to play at half its assigned speed."); + ADD_FIELD("pitchScaleVariance", TypePoint2F, Offset(mPlaylist.mSlots.mPitchScale.mVariance, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Bounds on randomization of #pitchScale.\n\n" + "@ref SFXPlayList_randomization\n"); + ADD_FIELD("repeatCount", TypeRangedS32, Offset(mPlaylist.mSlots.mRepeatCount, SoundAsset)).validate(&CommonValidators::PositiveInt).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Number of times to loop this slot."); + ADD_FIELD("state", TypeSFXStateName, Offset(mPlaylist.mSlots.mState, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("State that must be active for this slot to play.\n\n" + "@ref SFXPlayList_states"); + ADD_FIELD("stateMode", TYPEID< SFXPlayList::EStateMode >(), Offset(mPlaylist.mSlots.mStateMode, SoundAsset)).elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS) + .doc("Behavior when assigned state is deactivated while slot is playing.\n\n" + "@ref SFXPlayList_states"); - addGroup("3D"); - addFieldV("minDistance", TypeRangedF32, Offset(mProfileDesc.mMinDistance, SoundAsset), &CommonValidators::PositiveFloat, "Minimum distance for sound."); - addFieldV("maxDistance", TypeRangedF32, Offset(mProfileDesc.mMaxDistance, SoundAsset), &CommonValidators::PositiveFloat, "Max distance for sound."); - addFieldV("coneInsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeInsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone inside angle."); - addFieldV("coneOutsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeOutsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone outside angle."); - addFieldV("coneOutsideVolume", TypeRangedF32, Offset(mProfileDesc.mConeOutsideVolume, SoundAsset), &CommonValidators::NormalizedFloat, "Cone outside volume."); - addFieldV("rolloffFactor", TypeRangedF32, Offset(mProfileDesc.mRolloffFactor, SoundAsset), &CommonValidators::NegDefaultF32, "Rolloff factor."); - addField("scatterDistance", TypePoint3F, Offset(mProfileDesc.mScatterDistance, SoundAsset), "Randomization to the spacial position of the sound."); - endGroup("3D"); + ARRAY_END("slots"); + } - addGroup("Playlist settings"); - addField("random", TYPEID< SFXPlayList::ERandomMode >(), Offset(mPlaylist.mRandomMode, SoundAsset), "Slot playback order randomization pattern."); - addField("loopMode", TYPEID< SFXPlayList::ELoopMode >(), Offset(mPlaylist.mLoopMode, SoundAsset), "Behavior when description has looping enabled."); - addFieldV("numSlotsToPlay", TypeRangedS32, Offset(mPlaylist.mNumSlotsToPlay, SoundAsset), &playlistSlotRange, "Number of slots to play."); - addField("trace", TypeBool, Offset(mPlaylist.mTrace, SoundAsset), "Enable/disable execution tracing for this playlist (local only)."); - endGroup("Playlist settings"); + GROUP("General Profile") + { + ADD_FIELD("pitchAdjust", TypeRangedF32, Offset(mProfileDesc.mPitch, SoundAsset)) + .doc("Adjustment of the pitch value 1 is default.") + .validate(&CommonValidators::PositiveFloat); + + ADD_FIELD("volumeAdjust", TypeRangedF32, Offset(mProfileDesc.mVolume, SoundAsset)) + .doc("Adjustment to the volume.") + .validate(&CommonValidators::PositiveFloat); + + ADD_FIELD("is3D", TypeBool, Offset(mProfileDesc.mIs3D, SoundAsset)).doc("Set this sound to 3D."); + ADD_FIELD("isLooping", TypeBool, Offset(mProfileDesc.mIsLooping, SoundAsset)).doc("Does this sound loop."); + // if streaming, a default packet size should be chosen for all sounds. + ADD_FIELD("isStreaming", TypeBool, Offset(mProfileDesc.mIsStreaming, SoundAsset)).doc("Use streaming."); + //....why? + ADD_FIELD("useHardware", TypeBool, Offset(mProfileDesc.mUseHardware, SoundAsset)).doc("Use hardware mixing for this sound."); + ADD_FIELD("sourceGroup", TypeSFXSourceName, Offset(mProfileDesc.mSourceGroup, SoundAsset)).doc("Group that sources playing with this description should be put into."); + ADD_FIELD("preload", TypeBool, Offset(mPreload, SoundAsset)).doc("Whether to preload sound data when the profile is added to system."); + } + + GROUP("Fading") + { + ADD_FIELD("fadeInTime", TypeRangedF32, Offset(mProfileDesc.mFadeInTime, SoundAsset)) + .validate(&CommonValidators::PositiveFloat) + .doc("Number of seconds to gradually fade in volume from zero when playback starts."); + + ADD_FIELD("fadeOutTime", TypeRangedF32, Offset(mProfileDesc.mFadeOutTime, SoundAsset)) + .validate(&CommonValidators::PositiveFloat) + .doc("Number of seconds to gradually fade out volume down to zero when playback is stopped or paused."); + + ADD_FIELD("fadeInEase", TypeEaseF, Offset(mProfileDesc.mFadeInEase, SoundAsset)).doc("Easing curve for fade-in transition."); + ADD_FIELD("fadeOutEase", TypeEaseF, Offset(mProfileDesc.mFadeOutEase, SoundAsset)).doc("Easing curve for fade-out transition."); + ADD_FIELD("fadeLoops", TypeBool, Offset(mProfileDesc.mFadeLoops, SoundAsset)).doc("Fade each cycle of a loop in and/or out; otherwise only fade-in first cycle."); + } + + GROUP("3D") + { + ADD_FIELD("minDistance", TypeRangedF32, Offset(mProfileDesc.mMinDistance, SoundAsset)).validate(&CommonValidators::PositiveFloat).doc("Minimum distance for sound."); + ADD_FIELD("maxDistance", TypeRangedF32, Offset(mProfileDesc.mMaxDistance, SoundAsset)).validate(&CommonValidators::PositiveFloat).doc("Max distance for sound."); + ADD_FIELD("coneInsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeInsideAngle, SoundAsset)).validate(&CommonValidators::S32_PosDegreeRange).doc("Cone inside angle."); + ADD_FIELD("coneOutsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeOutsideAngle, SoundAsset)).validate(&CommonValidators::S32_PosDegreeRange).doc("Cone outside angle."); + ADD_FIELD("coneOutsideVolume", TypeRangedF32, Offset(mProfileDesc.mConeOutsideVolume, SoundAsset)).validate(&CommonValidators::NormalizedFloat).doc("Cone outside volume."); + ADD_FIELD("rolloffFactor", TypeRangedF32, Offset(mProfileDesc.mRolloffFactor, SoundAsset)).validate(&CommonValidators::NegDefaultF32).doc("Rolloff factor."); + ADD_FIELD("scatterDistance", TypePoint3F, Offset(mProfileDesc.mScatterDistance, SoundAsset)).doc("Randomization to the spacial position of the sound."); + } + + GROUP("Playlist settings") + { + ADD_FIELD("random", TYPEID< SFXPlayList::ERandomMode >(), Offset(mPlaylist.mRandomMode, SoundAsset)).doc("Slot playback order randomization pattern."); + ADD_FIELD("loopMode", TYPEID< SFXPlayList::ELoopMode >(), Offset(mPlaylist.mLoopMode, SoundAsset)).doc("Behavior when description has looping enabled."); + ADD_FIELD("numSlotsToPlay", TypeRangedS32, Offset(mPlaylist.mNumSlotsToPlay, SoundAsset)).validate(&playlistSlotRange).doc("Number of slots to play."); + ADD_FIELD("trace", TypeBool, Offset(mPlaylist.mTrace, SoundAsset)).doc("Enable/disable execution tracing for this playlist (local only)."); + } } //------------------------------------------------------------------------------ @@ -443,6 +458,36 @@ U32 SoundAsset::load() return mLoadedState; } +bool SoundAsset::_setSoundFile(void* object, const char* index, const char* data) +{ + SoundAsset* pData = static_cast(object); + + U32 id = 0; + if (index) + id = dAtoui(index); + + // Update. + pData->mSoundFile[id] = StringTable->insert(data, true); + if (pData->mSoundFile[id] == StringTable->EmptyString()) + pData->mSoundPath[id] = StringTable->EmptyString(); + + // Refresh the asset. + pData->refreshAsset(); + return true; +} + +bool SoundAsset::slotVisible(void* object, const char* index) +{ + S32 idx = index ? dAtoi(index) : 0; + if (idx == 0) return true; + + SoundAsset* sa = static_cast(object); + if (!sa) + return false; + + return sa->mSoundFile[idx - 1] != NULL && sa->mSoundFile[idx - 1][0] != '\0'; +} + StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName) { if (fileName == StringTable->EmptyString()) diff --git a/Engine/source/T3D/assets/SoundAsset.h b/Engine/source/T3D/assets/SoundAsset.h index 1076f00e4..9278203d9 100644 --- a/Engine/source/T3D/assets/SoundAsset.h +++ b/Engine/source/T3D/assets/SoundAsset.h @@ -161,7 +161,8 @@ public: /// Declare Console Object. DECLARE_CONOBJECT(SoundAsset); - // asset Base load + static bool _setSoundFile(void* object, const char* index, const char* data); + static bool slotVisible(void* object, const char* index); U32 load() override; void setSoundFile(StringTableEntry pSoundFile, U32 slot = 0);