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Converts precipitationData to use sound asset macros
Adds handling for soundProfile fields and lookups of sound assets by SFXProfile name in project importer

Areloch il y a 4 ans
Parent
commit
17d1253ba2

+ 9 - 8
Engine/source/T3D/fx/precipitation.cpp

@@ -127,7 +127,7 @@ ConsoleDocClass( PrecipitationData,
 //----------------------------------------------------------
 PrecipitationData::PrecipitationData()
 {
-   soundProfile      = NULL;
+   INIT_SOUNDASSET(Sound);
 
    INIT_IMAGEASSET(Drop);
 
@@ -143,8 +143,7 @@ PrecipitationData::PrecipitationData()
 
 void PrecipitationData::initPersistFields()
 {
-   addField( "soundProfile", TYPEID< SFXTrack >(), Offset(soundProfile, PrecipitationData),
-      "Looping SFXProfile effect to play while Precipitation is active." );
+   INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
 
    addProtectedField( "dropTexture", TypeFilename, Offset(mDropName, PrecipitationData), &_setDropData, &defaultProtectedGetFn,
       "@brief Texture filename for drop particles.\n\n"
@@ -190,7 +189,7 @@ bool PrecipitationData::preload( bool server, String &errorStr )
    if( Parent::preload( server, errorStr) == false)
       return false;
 
-   if( !server && !sfxResolve( &soundProfile, errorStr ) )
+   if (!server && (mSoundAsset.isNull() || !mSoundAsset->getSfxProfile()))
       return false;
 
    return true;
@@ -200,7 +199,8 @@ void PrecipitationData::packData(BitStream* stream)
 {
    Parent::packData(stream);
 
-   sfxWrite( stream, soundProfile );
+   PACKDATA_SOUNDASSET(Sound);
+   //sfxWrite( stream, soundProfile );
 
    PACKDATA_IMAGEASSET(Drop);
 
@@ -217,7 +217,8 @@ void PrecipitationData::unpackData(BitStream* stream)
 {
    Parent::unpackData(stream);
 
-   sfxRead( stream, &soundProfile );
+   UNPACKDATA_SOUNDASSET(Sound);
+   //sfxRead( stream, &soundProfile );
 
    UNPACKDATA_IMAGEASSET(Drop);
 
@@ -598,9 +599,9 @@ bool Precipitation::onNewDataBlock( GameBaseData *dptr, bool reload )
    {
       SFX_DELETE( mAmbientSound );
 
-      if ( mDataBlock->soundProfile )
+      if ( mDataBlock->mSoundAsset && mDataBlock->mSoundAsset->getSfxProfile() )
       {
-         mAmbientSound = SFX->createSource( mDataBlock->soundProfile, &getTransform() );
+         mAmbientSound = SFX->createSource(mDataBlock->mSoundAsset->getSfxProfile(), &getTransform() );
          if ( mAmbientSound )
             mAmbientSound->play();
       }

+ 22 - 19
Engine/source/T3D/fx/precipitation.h

@@ -34,8 +34,9 @@
 #endif
 
 #include "T3D/assets/ImageAsset.h"
+#include "T3D/assets/SoundAsset.h"
 
-class SFXTrack;
+//class SFXTrack;
 class SFXSource;
 
 //--------------------------------------------------------------------------
@@ -45,30 +46,32 @@ class PrecipitationData : public GameBaseData
    typedef GameBaseData Parent;
 
   public:
-   SFXTrack*     soundProfile;
+   //SFXTrack*     soundProfile;
+     DECLARE_SOUNDASSET(PrecipitationData, Sound);
+     DECLARE_SOUNDASSET_SETGET(PrecipitationData, Sound);
 
-   DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
-   DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
+      DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
+      DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
 
-   StringTableEntry mDropShaderName;   ///< The name of the shader used for raindrops
+      StringTableEntry mDropShaderName;   ///< The name of the shader used for raindrops
 
-   DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
-   DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
+      DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
+      DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
 
-   StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
+      StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
 
-   S32  mDropsPerSide;     ///< How many drops are on a side of the raindrop texture.
-   S32  mSplashesPerSide;  ///< How many splash are on a side of the splash texture.
+      S32  mDropsPerSide;     ///< How many drops are on a side of the raindrop texture.
+      S32  mSplashesPerSide;  ///< How many splash are on a side of the splash texture.
    
-   PrecipitationData();
-   DECLARE_CONOBJECT(PrecipitationData);
-   bool preload( bool server, String& errorStr );
-   static void  initPersistFields();
-   virtual void packData(BitStream* stream);
-   virtual void unpackData(BitStream* stream);
-
-   void onDropChanged() {}
-   void onSplashChanged() {}
+      PrecipitationData();
+      DECLARE_CONOBJECT(PrecipitationData);
+      bool preload( bool server, String& errorStr );
+      static void  initPersistFields();
+      virtual void packData(BitStream* stream);
+      virtual void unpackData(BitStream* stream);
+
+      void onDropChanged() {}
+      void onSplashChanged() {}
 };
 
 struct Raindrop

+ 1 - 1
Templates/BaseGame/game/tools/projectImporter/scripts/pre40/T3Dpre4ProjectImporter.tscript

@@ -919,7 +919,7 @@ T3Dpre4ProjectImporter::genProcessor("DebrisData", "shape shapeAsset shapeFile s
 T3Dpre4ProjectImporter::genProcessor("DecalData", "material materialAsset");
 T3Dpre4ProjectImporter::genProcessor("ExplosionData", "explosionShape explosionShapeAsset");
 T3Dpre4ProjectImporter::genProcessor("ParticleData", "texture textureAsset textureName textureAsset textureExt textureExtAsset textureExtName textureExtAsset");
-T3Dpre4ProjectImporter::genProcessor("PrecipitationData", "drop dropAsset dropTexture dropAsset splash splashAsset splashTexture splashAsset");
+T3Dpre4ProjectImporter::genProcessor("PrecipitationData", "drop dropAsset dropTexture dropAsset splash splashAsset splashTexture splashAsset soundProfile soundAsset");
 T3Dpre4ProjectImporter::genProcessor("SplashData", "texture textureAsset");
 T3Dpre4ProjectImporter::genProcessor("LightFlareData", "flareTexture flareTextureAsset");
 T3Dpre4ProjectImporter::genProcessor("PhysicsDebrisData", "shape shapeAsset shapeFile shapeAsset");

+ 27 - 1
Templates/BaseGame/game/tools/projectImporter/scripts/projectImporter.tscript

@@ -556,23 +556,49 @@ function processLegacyField(%line, %originalFieldName, %newFieldName)
       %targetFilename = sanitizeFilename(%value);
       
       if(isObject(%targetFilename))
+         {
+         if(%originalFieldName $= "soundProfile")
+         {
+            $ProjectImporter::assetQuery.clear();
+            %foundAssets = AssetDatabase.findAssetName($ProjectImporter::assetQuery, %targetFilename);
+            if(%foundAssets != 0)
+            {
+               %assetId = $ProjectImporter::assetQuery.getAsset(0);  
+            }
+         }
+         else
          {
          //likely a material name, so handle it that way
          %assetId = MaterialAsset::getAssetIdByMaterialName(%targetFilename);
       }
+      }
       else
       {
          if(!isFile(%targetFilename))
       {
+            if(%originalFieldName $= "soundProfile")
+            {
+               $ProjectImporter::assetQuery.clear();
+               %foundAssets = AssetDatabase.findAssetName($ProjectImporter::assetQuery, %targetFilename);
+               if(%foundAssets != 0)
+               {
+                  %assetId = $ProjectImporter::assetQuery.getAsset(0);  
+               }
+            }
+            else
+            {
          error("Legacy Project Importer - file described in line could not be found/is not valid");
          return %line;
       }
-      
+         }
+         else
+         {
       $ProjectImporter::assetQuery.clear();
       %foundAssets = AssetDatabase.findAssetLooseFile($ProjectImporter::assetQuery, %targetFilename);
       if(%foundAssets != 0)
       {
          %assetId = $ProjectImporter::assetQuery.getAsset(0);
+            }
          }
       }