Commit graph

46 commits

Author SHA1 Message Date
marauder2k7 15ff382469 plugging found leaks
LEAK from G:\GameDev\GithubRepo\Torque3D\Engine\source\console/consoleObject.h:686
- leak around props remaining after the const_cast free it up

LEAK around sound asset
- assetEnumNameConcat was creating a leak.
2025-05-12 11:50:16 +01:00
AzaezelX 3ace31c68c crashfix work for hot-editing shape assets tied to tsstatics 2024-04-06 14:48:22 -05:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX da9b9ed787 prelim refactor 2024-02-05 14:23:11 -06:00
AzaezelX b12cd00b74 SFX and soundasset safeties and fixe
adress several insatnaces of things like ServerPlay2D et al either not emitting sound at all, or doing so only at scene origin
2024-02-03 20:16:45 -06:00
AzaezelX 1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -06:00
marauder2k7 852ed8f225
Sfx playlist asset working (#1109)
* GroundWork

-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function

* Update sfxController.cpp

* SFXPlaylist data

-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled

* Update SoundAsset.cpp

to stop git ci complaining, assetImporter........

* Update SoundAsset.h

* sfxPlaylist

-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.

* Update SoundAsset.h

-updated asset array to return playlist or profile depending on what the asset is

* SFXPlaylist working

-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.

Still an exception when closing if using a playlist trips on line 355 of sfxSound

* Update sfxSound.h

* setSoundFile index null fix

* Update SoundAsset.h

* Update SoundAsset.h

* netstream safety in case of a null asset assignment

* Update sfxController.cpp

added safeties around a null playlist trying to play.

* Update with Az's asset err code changes

---------

Co-authored-by: AzaezelX <quillus@hotmail.com>
2023-10-21 17:19:02 -05:00
AzaezelX a8d640e311 clean up redundant loads, shift first load to getResource methods for sound and shape.
still need to properly sort image
2023-10-09 14:41:14 -05:00
AzaezelX b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
AzaezelX c4ae6258cc sound safeties and future notes 2023-02-26 17:26:43 -06:00
Glenn Smith 3bdbe5965e
Fix some compiler warnings on macos 2023-01-01 22:56:56 -05:00
Areloch 6fa57362b3 Rollback of this change because GCC is weird 2023-01-01 16:56:59 -06:00
AzaezelX 8821f62b0c misc fixes
utilize specialty case soundarray macros.
 slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
marauder2k7 5d85664b40 Change GuiProfile to use Sound Asset
-Added SoundAssetInspector to bypass circular issue
-Added SoundAsset to GuiTypes
2022-08-29 23:40:51 +01:00
AzaezelX f59c5f152f soundAsset profile and description getter fixes 2022-07-27 16:28:07 -05:00
AzaezelX 4a7104e5ea fix TORQUE_TOOLS = off compilation 2022-06-13 12:38:08 -05:00
JeffR 7efab038d1 Adjusts handling for special-case networking of sound assets where we may need to account for stuff like SFXPlaylists. DB names aren't transported, so we need to do Id lookups 2022-06-04 00:59:06 -05:00
JeffR 448a453e51 Fixes logic check for sound asset macros so if the defined field value is an object, we consider it valid, as it's almost certainly an SFXPlaylist or track. This removes some unneeded error spam 2022-06-03 03:23:27 -05:00
AzaezelX c47cb54702 fix on-RPC-command explosion sounds not playing the first time 2022-05-26 18:04:37 -05:00
AzaezelX d9eea8e5be make gcc happy 2021-10-11 16:25:37 -05:00
AzaezelX e468c2bf73 add a bit of further clarity to soundasset code injectors 2021-10-11 14:38:14 -05:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX 10f2453cee setget was causing active interference with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-02 23:24:46 -05:00
AzaezelX 19eb3c42f0 more enum work, now with somewhat clearer boundary names, and some debug spam for initpersistfields, and pack and unpack macros to help us try and trace why those are scrambling 2021-10-02 21:05:04 -05:00
AzaezelX 5c7069555a filter out array entries without enum strings 2021-09-30 16:00:37 -05:00
AzaezelX 64a87ceba8 trim assetEnumNameConcat to 2 values, set INITPERSISTFIELD_SOUNDASSET_ENUMED to exclude maxValue 2021-09-30 13:46:03 -05:00
marauder2k7 3d7f092c52 Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/fx/lightning.cpp
2021-09-29 06:31:56 +01:00
AzaezelX 2630b4ada6 corrected and simplified the is<foo>Valid method macro injections 2021-09-28 18:50:35 -05:00
AzaezelX 776741770d boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws 2021-09-28 18:16:14 -05:00
marauder2k7 6bec47d3fa -SoundAsset added init for enum types.
-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
AzaezelX 96891e5673 early out if any asset feed route results in explicitly being told to use an emptystring 2021-09-28 17:33:36 -05:00
marauder2k7 76addc52eb Checks for emptyString in preload
Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
AzaezelX ad0c141189 use _set<assetname> for all network recipts of shapes, sounds, images and materials to ensure we at least try and fill that out whichever way is ghosted to us 2021-09-27 21:12:27 -05:00
AzaezelX dba0899887 soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
lightning provides a conversion sample (attempt. it's still yelling)
2021-09-26 17:30:13 -05:00
marauder2k7 1ea693fea6 SoundAsset Array
Few fixes to soundasset array to stop it complaining
2021-09-20 10:49:34 +01:00
marauder2k7 3ad6d47ca9 Update SoundAsset.h
-SoundAsset array setters getters and binds in place
2021-09-20 09:55:36 +01:00
AzaezelX 3d488bbbf0 macro cleanup 2021-09-09 13:29:31 -05:00
Areloch cd1fd1ccf4 Merge branch 'SoundAssetInitRollin' of https://github.com/Areloch/Torque3D into Preview4_0 2021-09-04 01:38:22 -05:00
JeffR 56b0a0cb85 Initial hook-in of the sound asset's integration into sfxEmitter, as well as some fixups for editor/workflow usage. 2021-08-31 00:54:05 -05:00
AzaezelX ee3ef531e2 ironically, overly paranoid checks were tripping warnings 2021-08-29 18:32:44 -05:00
AzaezelX bdf6bd5c69 account for the possiblity of _set##name(StringTableEntry _in entries somehow getting punted nulls 2021-08-29 17:41:20 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Areloch 1942535923 Integrates sound and shapeAnimation assets into the importer
Added drag-n-drop spawn action for soundAssets
2020-08-24 20:24:50 -05:00
Areloch 79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00
Areloch ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00