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fill in the validated variables
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184 changed files with 1359 additions and 1216 deletions
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@ -39,6 +39,7 @@
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#include "math/mathTypes.h"
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#include "console/simBase.h"
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#include "console/engineAPI.h"
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#include "console/typeValidators.h"
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IMPLEMENT_CO_DATABLOCK_V1( SFXDescription );
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@ -225,13 +226,13 @@ void SFXDescription::initPersistFields()
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"For example, one use of groups is to segregate sounds so that volume levels of different sound "
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"groups such as interface audio and game audio can be controlled independently.\n\n"
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"@ref SFXSource_hierarchies" );
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addField( "volume", TypeF32, Offset( mVolume, SFXDescription ),
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addFieldV( "volume", TypeRangedF32, Offset( mVolume, SFXDescription ), &CommonValidators::PositiveFloat,
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"Base volume level for the sound.\n\n"
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"This will be the starting point for volume attenuation on the sound. The final effective volume of "
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"a sound will be dependent on a number of parameters.\n\n"
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"Must be between 0 (mute) and 1 (full volume). Default is 1.\n\n"
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"@ref SFXSource_volume" );
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addField( "pitch", TypeF32, Offset( mPitch, SFXDescription ),
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addFieldV( "pitch", TypeRangedF32, Offset( mPitch, SFXDescription ), &CommonValidators::PositiveFloat,
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"Pitch shift to apply to playback.\n\n"
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"The pitch assigned to a sound determines the speed at which it is played back. A pitch shift of 1 plays the "
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"sound at its default speed. A greater shift factor speeds up playback and a smaller shift factor slows it down.\n\n"
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@ -239,7 +240,7 @@ void SFXDescription::initPersistFields()
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addField( "isLooping", TypeBool, Offset( mIsLooping, SFXDescription ),
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"If true, the sound will be played in an endless loop.\n\n"
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"Default is false." );
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addField( "priority", TypeF32, Offset( mPriority, SFXDescription ),
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addFieldV( "priority", TypeRangedF32, Offset( mPriority, SFXDescription ), &CommonValidators::PositiveFloat,
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"Priority level for virtualization of sounds (1 = base level).\n"
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"When there are more concurrently active sounds than supported by the audio mixer, some of the sounds "
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"need to be culled. Which sounds are culled first depends primarily on total audibility of individual sounds. "
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@ -260,11 +261,11 @@ void SFXDescription::initPersistFields()
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addGroup( "Fading" );
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addField( "fadeInTime", TypeF32, Offset( mFadeInTime, SFXDescription ),
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addFieldV( "fadeInTime", TypeRangedF32, Offset( mFadeInTime, SFXDescription ), &CommonValidators::PositiveFloat,
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"Number of seconds to gradually fade in volume from zero when playback starts.\n"
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"Must be >= 0.\n\n"
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"@ref SFXSource_fades" );
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addField( "fadeOutTime", TypeF32, Offset( mFadeOutTime, SFXDescription ),
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addFieldV( "fadeOutTime", TypeRangedF32, Offset( mFadeOutTime, SFXDescription ), &CommonValidators::PositiveFloat,
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"Number of seconds to gradually fade out volume down to zero when playback is stopped or paused.\n"
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"Must be >=0.\n\n"
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"@ref SFXSource_fades" );
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@ -300,7 +301,7 @@ void SFXDescription::initPersistFields()
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"determines up front which is the case for a given sound.\n\n"
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"@ref SFX_3d\n"
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"@ref SFXSource_volume" );
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addField( "referenceDistance", TypeF32, Offset( mMinDistance, SFXDescription ),
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addFieldV( "referenceDistance", TypeRangedF32, Offset( mMinDistance, SFXDescription ), &CommonValidators::PositiveFloat,
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"Distance at which volume attenuation begins.\n"
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"Up to this distance, the sound retains its base volume.\n\n"
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"In the linear distance model, the volume will linearly from this distance onwards up to maxDistance where it "
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@ -313,7 +314,7 @@ void SFXDescription::initPersistFields()
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"@see LevelInfo::soundDistanceModel\n\n"
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"@ref SFX_3d\n"
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"@ref SFXSource_volume" );
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addField( "maxDistance", TypeF32, Offset( mMaxDistance, SFXDescription ),
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addFieldV( "maxDistance", TypeRangedF32, Offset( mMaxDistance, SFXDescription ), &CommonValidators::PositiveFloat,
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"The distance at which attenuation stops.\n"
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"In the linear distance model, the attenuated volume will be zero at this distance.\n\n"
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"In the logarithmic model, attenuation will simply stop at this distance and the sound will keep its attenuated "
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@ -333,14 +334,14 @@ void SFXDescription::initPersistFields()
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"y += rand( - scatterDistance[ 1 ], scatterDistance[ 1 ] );\n"
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"z += rand( - scatterDistance[ 2 ], scatterDistance[ 2 ] );\n"
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"@endverbatim\n" );
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addField( "coneInsideAngle", TypeS32, Offset( mConeInsideAngle, SFXDescription ),
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addFieldV( "coneInsideAngle", TypeRangedS32, Offset( mConeInsideAngle, SFXDescription ), &CommonValidators::S32_PosDegreeRange,
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"Inner sound cone angle in degrees.\n"
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"This value determines the angle of the inner volume cone that protrudes out in the direction "
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"of a sound. Within this cone, the sound source retains full volume that is unaffected by sound cone "
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"settings (though still affected by distance attenuation.)\n\n"
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"Valid values are from 0 to 360. Must be less than coneOutsideAngle. Default is 360. Only for 3D sounds.\n\n"
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"@ref SFXSource_cones" );
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addField( "coneOutsideAngle", TypeS32, Offset( mConeOutsideAngle, SFXDescription ),
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addFieldV( "coneOutsideAngle", TypeRangedS32, Offset( mConeOutsideAngle, SFXDescription ), &CommonValidators::S32_PosDegreeRange,
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"Outer sound cone angle in degrees.\n"
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"This value determines the angle of the outer volume cone that protrudes out in the direction of a sound "
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"and surrounds the inner volume cone. Within this cone, volume will linearly interpolate from the outer cone "
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@ -348,14 +349,14 @@ void SFXDescription::initPersistFields()
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"up/down to the full base volume.\n\n"
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"Valid values are from 0 to 360. Must be >= coneInsideAngle. Default is 360. Only for 3D sounds.\n\n"
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"@ref SFXSource_cones" );
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addField( "coneOutsideVolume", TypeF32, Offset( mConeOutsideVolume, SFXDescription ),
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addFieldV( "coneOutsideVolume", TypeRangedF32, Offset( mConeOutsideVolume, SFXDescription ), &CommonValidators::NormalizedFloat,
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"Determines the volume scale factor applied the a source's base volume level outside of the outer cone.\n"
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"In the outer cone, starting from outside the inner cone, the scale factor smoothly interpolates from 1.0 (within the inner cone) "
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"to this value. At the moment, the allowed range is 0.0 (silence) to 1.0 (no attenuation) as amplification is only supported on "
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"XAudio2 but not on the other devices.\n\n"
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"Only for 3D sound.\n\n"
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"@ref SFXSource_cones" );
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addField( "rolloffFactor", TypeF32, Offset( mRolloffFactor, SFXDescription ),
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addFieldV( "rolloffFactor", TypeRangedF32, Offset( mRolloffFactor, SFXDescription ), &CommonValidators::NegDefaultF32,
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"Scale factor to apply to logarithmic distance attenuation curve. If -1, the global rolloff setting is used.\n\n"
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"@note Per-sound rolloff is only supported on OpenAL at the moment. With other divices, the global rolloff setting "
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"is used for all sounds.\n"
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@ -368,7 +369,7 @@ void SFXDescription::initPersistFields()
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addField( "isStreaming", TypeBool, Offset( mIsStreaming, SFXDescription ),
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"If true, incrementally stream sounds; otherwise sounds are loaded in full.\n\n"
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"@ref SFX_streaming" );
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addField( "streamPacketSize", TypeS32, Offset( mStreamPacketSize, SFXDescription ),
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addFieldV( "streamPacketSize", TypeRangedS32, Offset( mStreamPacketSize, SFXDescription ), &CommonValidators::S32_8BitCap,
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"Number of seconds of sample data per single streaming packet.\n"
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"This field allows to fine-tune streaming for individual sounds. The streaming system "
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"processes streamed sounds in batches called packets. Each packet will contain a set amount "
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@ -376,7 +377,7 @@ void SFXDescription::initPersistFields()
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"packet contains, the more work is done per packet.\n\n"
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"@note This field only takes effect when Torque's own sound system performs the streaming. "
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"@ref SFX_streaming" );
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addField( "streamReadAhead", TypeS32, Offset( mStreamReadAhead, SFXDescription ),
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addFieldV( "streamReadAhead", TypeRangedS32, Offset( mStreamReadAhead, SFXDescription ), &CommonValidators::S32_8BitCap,
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"Number of sample packets to read and buffer in advance.\n"
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"This field determines the number of packets that the streaming system will try to keep buffered "
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"in advance. As such it determines the number of packets that can be consumed by the sound "
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@ -395,47 +396,47 @@ void SFXDescription::initPersistFields()
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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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addField("reverbDensity", TypeF32, Offset(mReverb.flDensity, SFXDescription),
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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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addField("reverbDiffusion", TypeF32, Offset(mReverb.flDiffusion, SFXDescription),
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addFieldV("reverbDiffusion", TypeRangedF32, Offset(mReverb.flDiffusion, SFXDescription), &CommonValidators::PositiveFloat,
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"Environment diffusion.");
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addField("reverbGain", TypeF32, Offset(mReverb.flGain, SFXDescription),
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addFieldV("reverbGain", TypeRangedF32, Offset(mReverb.flGain, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Gain Level.");
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addField("reverbGainHF", TypeF32, Offset(mReverb.flGainHF, SFXDescription),
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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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addField("reverbGainLF", TypeF32, Offset(mReverb.flGainLF, SFXDescription),
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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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addField("reverbDecayTime", TypeF32, Offset(mReverb.flDecayTime, SFXDescription),
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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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addField("reverbDecayHFRatio", TypeF32, Offset(mReverb.flDecayHFRatio, SFXDescription),
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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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addField("reverbDecayLFRatio", TypeF32, Offset(mReverb.flDecayLFRatio, SFXDescription),
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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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addField("reflectionsGain", TypeF32, Offset(mReverb.flReflectionsGain, SFXDescription),
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addFieldV("reflectionsGain", TypeRangedF32, Offset(mReverb.flReflectionsGain, SFXDescription), &CommonValidators::PositiveFloat,
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"Reflection Gain.");
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addField("reflectionDelay", TypeF32, Offset(mReverb.flReflectionsDelay, SFXDescription),
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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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addField("lateReverbGain", TypeF32, Offset(mReverb.flLateReverbGain, SFXDescription),
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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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addField("lateReverbDelay", TypeF32, Offset(mReverb.flLateReverbDelay, SFXDescription),
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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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addField("reverbEchoTime", TypeF32, Offset(mReverb.flEchoTime, SFXDescription),
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addFieldV("reverbEchoTime", TypeRangedF32, Offset(mReverb.flEchoTime, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb echo time.");
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addField("reverbEchoDepth", TypeF32, Offset(mReverb.flEchoDepth, SFXDescription),
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addFieldV("reverbEchoDepth", TypeRangedF32, Offset(mReverb.flEchoDepth, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb echo depth.");
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addField("reverbModTime", TypeF32, Offset(mReverb.flModulationTime, SFXDescription),
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addFieldV("reverbModTime", TypeRangedF32, Offset(mReverb.flModulationTime, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Modulation time.");
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addField("reverbModDepth", TypeF32, Offset(mReverb.flModulationDepth, SFXDescription),
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addFieldV("reverbModDepth", TypeRangedF32, Offset(mReverb.flModulationDepth, SFXDescription), &CommonValidators::PositiveFloat,
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"Reverb Modulation Depth.");
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addField("airAbsorbtionGainHF", TypeF32, Offset(mReverb.flAirAbsorptionGainHF, SFXDescription),
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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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addField("reverbHFRef", TypeF32, Offset(mReverb.flHFReference, SFXDescription),
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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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addField("reverbLFRef", TypeF32, Offset(mReverb.flLFReference, SFXDescription),
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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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addField("roomRolloffFactor", TypeF32, Offset(mReverb.flRoomRolloffFactor, SFXDescription),
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addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXDescription), &CommonValidators::PositiveFloat,
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"Rolloff factor for reverb.");
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addField("decayHFLimit", TypeS32, Offset(mReverb.iDecayHFLimit, SFXDescription),
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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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