123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef SOUND_ASSET_H
- #include "SoundAsset.h"
- #endif
- #ifndef _ASSET_MANAGER_H_
- #include "assets/assetManager.h"
- #endif
- #ifndef _CONSOLETYPES_H_
- #include "console/consoleTypes.h"
- #endif
- #ifndef _TAML_
- #include "persistence/taml/taml.h"
- #endif
- #ifndef _ASSET_PTR_H_
- #include "assets/assetPtr.h"
- #endif
- #ifndef _SFXSOURCE_H_
- #include "sfx/sfxSource.h"
- #endif
- #ifndef _SFXPROFILE_H_
- #include "sfx/sfxProfile.h"
- #endif // !_SFXPROFILE_H_
- // Debug Profiling.
- #include "platform/profiler.h"
- #include "sfx/sfxTypes.h"
- #include "SoundAssetInspectors.h"
- #include "console/typeValidators.h"
- //-----------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(SoundAsset);
- ConsoleType(SoundAssetPtr, TypeSoundAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
- //-----------------------------------------------------------------------------
- ConsoleGetType(TypeSoundAssetPtr)
- {
- // Fetch asset Id.
- return *((const char**)(dptr));
- }
- //-----------------------------------------------------------------------------
- ConsoleSetType(TypeSoundAssetPtr)
- {
- // Was a single argument specified?
- if (argc == 1)
- {
- // Yes, so fetch field value.
- *((const char**)dptr) = StringTable->insert(argv[0]);
- return;
- }
- // Warn.
- Con::warnf("(TypeSoundAssetPtr) - Cannot set multiple args to a single asset.");
- }
- //-----------------------------------------------------------------------------
- ConsoleType(assetIdString, TypeSoundAssetId, const char*, ASSET_ID_FIELD_PREFIX)
- ConsoleGetType(TypeSoundAssetId)
- {
- // Fetch asset Id.
- return *((const char**)(dptr));
- }
- ConsoleSetType(TypeSoundAssetId)
- {
- // Was a single argument specified?
- if (argc == 1)
- {
- // Yes, so fetch field value.
- *((const char**)dptr) = StringTable->insert(argv[0]);
- return;
- }
- // Warn.
- Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
- }
- const String SoundAsset::mErrCodeStrings[] =
- {
- "BadProfile",
- "BadDescription",
- "BadBufferData",
- "UnKnown"
- };
- //-----------------------------------------------------------------------------
- SoundAsset::SoundAsset()
- : AssetBase()
- {
- dMemset(mPlaylist.mSlots.mReplayMode, 0, sizeof(mPlaylist.mSlots.mReplayMode));
- dMemset(mPlaylist.mSlots.mTransitionIn, 0, sizeof(mPlaylist.mSlots.mTransitionIn));
- dMemset(mPlaylist.mSlots.mRepeatCount, 0, sizeof(mPlaylist.mSlots.mRepeatCount));
- dMemset(mPlaylist.mSlots.mState, 0, sizeof(mPlaylist.mSlots.mState));
- dMemset(mPlaylist.mSlots.mTrack, 0, sizeof(mPlaylist.mSlots.mTrack));
- dMemset(mPlaylist.mSlots.mStateMode, 0, sizeof(mPlaylist.mSlots.mStateMode));
- for (U32 i = 0; i < SFXPlayList::NUM_SLOTS; i++)
- {
- mSoundFile[i] = StringTable->EmptyString();
- mSoundPath[i] = StringTable->EmptyString();
- mPlaylist.mSlots.mTransitionOut[i] = SFXPlayList::TRANSITION_Wait;
- mPlaylist.mSlots.mVolumeScale.mValue[i] = 1.f;
- mPlaylist.mSlots.mPitchScale.mValue[i] = 1.f;
- mPlaylist.mSlots.mFadeTimeIn.mValue[i] = -1.f; // Don't touch by default.
- mPlaylist.mSlots.mFadeTimeOut.mValue[i] = -1.f; // Don't touch by default.
- mPlaylist.mSlots.mMinDistance.mValue[i] = -1.f; // Don't touch by default.
- mPlaylist.mSlots.mMaxDistance.mValue[i] = -1.f; // Don't touch by default.
- }
- mSubtitleString = StringTable->EmptyString();
- mLoadedState = AssetErrCode::NotLoaded;
- mPreload = false;
- // SFX description inits
- // reverb is useless here, reverb is inacted on listener.
- mProfileDesc.mPitch = 1;
- mProfileDesc.mVolume = 1;
- mProfileDesc.mIs3D = false;
- mProfileDesc.mIsLooping = false;
- mProfileDesc.mIsStreaming = false;
- mProfileDesc.mUseHardware = false;
- mProfileDesc.mMinDistance = 1;
- mProfileDesc.mMaxDistance = 100;
- mProfileDesc.mConeInsideAngle = 360;
- mProfileDesc.mConeOutsideAngle = 360;
- mProfileDesc.mConeOutsideVolume = 1;
- mProfileDesc.mRolloffFactor = -1.0f;
- mProfileDesc.mScatterDistance = Point3F(0.f, 0.f, 0.f);
- mProfileDesc.mPriority = 1.0f;
- mProfileDesc.mSourceGroup = NULL;
- mProfileDesc.mFadeInEase = EaseF();
- mIsPlaylist = false;
- mPlaylist.mNumSlotsToPlay = SFXPlayList::SFXPlaylistSettings::NUM_SLOTS;
- mPlaylist.mRandomMode = SFXPlayList::RANDOM_NotRandom;
- mPlaylist.mTrace = false;
- mPlaylist.mLoopMode = SFXPlayList::LOOP_All;
- mPlaylist.mActiveSlots = 1;
- }
- //-----------------------------------------------------------------------------
- SoundAsset::~SoundAsset()
- {
- }
- //-----------------------------------------------------------------------------
- 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.");
- 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");
- 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?
- 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");
- 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");
- 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");
- 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");
- }
- //------------------------------------------------------------------------------
- void SoundAsset::copyTo(SimObject* object)
- {
- // Call to parent.
- Parent::copyTo(object);
- }
- void SoundAsset::initializeAsset(void)
- {
- Parent::initializeAsset();
- for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
- {
- if (i == 0 && mSoundFile[i] == StringTable->EmptyString())
- return;
- if (mSoundFile[i] == StringTable->EmptyString())
- break;
- mSoundPath[i] = getOwned() ? expandAssetFilePath(mSoundFile[i]) : mSoundPath[i];
- if (!Torque::FS::IsFile(mSoundPath[i]))
- Con::errorf("SoundAsset::initializeAsset (%s)[%d] could not find %s!", getAssetName(), i, mSoundPath[i]);
- }
- }
- void SoundAsset::_onResourceChanged(const Torque::Path &path)
- {
- for (U32 i = 0; i < SFXPlayList::NUM_SLOTS; i++)
- {
- if (path != Torque::Path(mSoundPath[i]))
- return;
- }
- refreshAsset();
- }
- void SoundAsset::onAssetRefresh(void)
- {
- for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
- {
- if (i == 0 && mSoundFile[i] == StringTable->EmptyString())
- return;
- if (mSoundFile[i] == StringTable->EmptyString())
- break;
- mSoundPath[i] = getOwned() ? expandAssetFilePath(mSoundFile[i]) : mSoundPath[i];
- }
- }
- U32 SoundAsset::load()
- {
- if (mLoadedState == AssetErrCode::Ok) return mLoadedState;
- // find out how many active slots we have.
- U32 numSlots = 0;
- for (U32 i = 0; i < SFXPlayList::SFXPlaylistSettings::NUM_SLOTS; i++)
- {
- if (i == 0 && mSoundPath[i] == StringTable->EmptyString())
- return false;
- if (mSoundPath[i] == StringTable->EmptyString())
- break;
- numSlots++;
- }
- if (numSlots > 1)
- {
- mIsPlaylist = true;
- for (U32 i = 0; i < numSlots; i++)
- {
- if (mSoundPath[i])
- {
- if (!Torque::FS::IsFile(mSoundPath[i]))
- {
- Con::errorf("SoundAsset::initializeAsset: Attempted to load file %s but it was not valid!", mSoundFile[i]);
- mLoadedState = BadFileReference;
- mSFXProfile[i].setDescription(NULL);
- mSFXProfile[i].setSoundFileName(StringTable->insert(StringTable->EmptyString()));
- mSFXProfile[i].setPreload(false);
- return mLoadedState;
- }
- else
- {// = new SFXProfile(mProfileDesc, mSoundFile, mPreload);
- if (mProfileDesc.mSourceGroup == NULL)
- mProfileDesc.mSourceGroup = dynamic_cast<SFXSource*>(Sim::findObject("AudioChannelMaster"));
- SFXProfile* trackProfile = new SFXProfile();
- trackProfile->setDescription(&mProfileDesc);
- trackProfile->setSoundFileName(mSoundPath[i]);
- trackProfile->setPreload(mPreload);
- trackProfile->getBuffer();
- mSFXProfile[i] = *trackProfile;
- mPlaylist.mSlots.mTrack[i] = trackProfile;
-
- }
- }
- }
- mPlaylist.setDescription(&mProfileDesc);
- }
- else
- {
- if (mSoundPath[0])
- {
- if (!Torque::FS::IsFile(mSoundPath[0]))
- {
- Con::errorf("SoundAsset::initializeAsset: Attempted to load file %s but it was not valid!", mSoundFile[0]);
- mLoadedState = BadFileReference;
- mSFXProfile[0].setDescription(NULL);
- mSFXProfile[0].setSoundFileName(StringTable->insert(StringTable->EmptyString()));
- mSFXProfile[0].setPreload(false);
- return mLoadedState;
- }
- else
- {// = new SFXProfile(mProfileDesc, mSoundFile, mPreload);
- if (mProfileDesc.mSourceGroup == NULL)
- mProfileDesc.mSourceGroup = dynamic_cast<SFXSource*>(Sim::findObject("AudioChannelMaster"));
- mSFXProfile[0].setDescription(&mProfileDesc);
- mSFXProfile[0].setSoundFileName(mSoundPath[0]);
- mSFXProfile[0].setPreload(mPreload);
- //give it a nudge to preload if required
- mSFXProfile[0].getBuffer();
- }
- }
- }
- mChangeSignal.trigger();
- mLoadedState = Ok;
- return mLoadedState;
- }
- bool SoundAsset::_setSoundFile(void* object, const char* index, const char* data)
- {
- SoundAsset* pData = static_cast<SoundAsset*>(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;
- }
- StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName)
- {
- if (fileName == StringTable->EmptyString())
- return StringTable->EmptyString();
- StringTableEntry soundAssetId = StringTable->EmptyString();
- AssetQuery query;
- U32 foundCount = AssetDatabase.findAssetType(&query, "SoundAsset");
- if (foundCount != 0)
- {
- for (U32 i = 0; i < foundCount && soundAssetId == StringTable->EmptyString(); i++)
- {
- SoundAsset* soundAsset = AssetDatabase.acquireAsset<SoundAsset>(query.mAssetList[i]);
- if (soundAsset)
- {
- if (soundAsset->getSoundPath() == fileName)
- soundAssetId = soundAsset->getAssetId();
- AssetDatabase.releaseAsset(query.mAssetList[i]);
- }
- }
- }
- return soundAssetId;
- }
- U32 SoundAsset::getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* soundAsset)
- {
- (*soundAsset) = assetId;
- if (soundAsset->notNull())
- {
- return (*soundAsset)->mLoadedState;
- }
- else
- {
- //Well that's bad, loading the fallback failed.
- Con::warnf("SoundAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
- return AssetErrCode::Failed;
- }
- }
- U32 SoundAsset::getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsset>* soundAsset)
- {
- AssetQuery query;
- U32 foundAssetcount = AssetDatabase.findAssetType(&query, "SoundAsset");
- if (foundAssetcount == 0)
- {
- //Well that's bad, loading the fallback failed.
- Con::warnf("MaterialAsset::getAssetByMaterialName - Finding of asset associated with filename %s failed with no fallback asset", fileName);
- return AssetErrCode::Failed;
- }
- else
- {
- for (U32 i = 0; i < foundAssetcount; i++)
- {
- SoundAsset* tSoundAsset = AssetDatabase.acquireAsset<SoundAsset>(query.mAssetList[i]);
- if (tSoundAsset && tSoundAsset->getSoundPath() == fileName)
- {
- soundAsset->setAssetId(query.mAssetList[i]);
- AssetDatabase.releaseAsset(query.mAssetList[i]);
- return (*soundAsset)->mLoadedState;
- }
- AssetDatabase.releaseAsset(query.mAssetList[i]); //cleanup if that's not the one we needed
- }
- }
- //No good match
- return AssetErrCode::Failed;
- }
- DefineEngineMethod(SoundAsset, getSoundPath, const char*, (), , "")
- {
- return object->getSoundPath();
- }
- DefineEngineMethod(SoundAsset, playSound, S32, (Point3F position), (Point3F::Zero),
- "Plays the sound for this asset.\n"
- "@return (sound plays).\n")
- {
- if (object->getSFXTrack())
- {
- MatrixF transform;
- transform.setPosition(position);
- SFXSource* source;
- if (position == Point3F::Zero || !object->is3D())
- source = SFX->playOnce(object->getSFXTrack());
- else
- source = SFX->playOnce(object->getSFXTrack(), &transform, NULL, -1);
- if(source)
- return source->getId();
- else
- return 0;
- }
- else
- return 0;
- }
- #ifdef TORQUE_TOOLS
- DefineEngineStaticMethod(SoundAsset, getAssetIdByFilename, const char*, (const char* filePath), (""),
- "Queries the Asset Database to see if any asset exists that is associated with the provided file path.\n"
- "@return The AssetId of the associated asset, if any.")
- {
- return SoundAsset::getAssetIdByFileName(StringTable->insert(filePath));
- }
- IMPLEMENT_CONOBJECT(GuiInspectorTypeSoundAssetPtr);
- ConsoleDocClass(GuiInspectorTypeSoundAssetPtr,
- "@brief Inspector field type for Sounds\n\n"
- "Editor use only.\n\n"
- "@internal"
- );
- void GuiInspectorTypeSoundAssetPtr::consoleInit()
- {
- Parent::consoleInit();
- ConsoleBaseType::getType(TypeSoundAssetPtr)->setInspectorFieldType("GuiInspectorTypeSoundAssetPtr");
- }
- GuiControl * GuiInspectorTypeSoundAssetPtr::constructEditControl()
- {
- // Create base filename edit controls
- GuiControl* retCtrl = Parent::constructEditControl();
- if (retCtrl == NULL)
- return retCtrl;
- // Change filespec
- char szBuffer[512];
- dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"SoundAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
- getIdString());
- mBrowseButton->setField("Command", szBuffer);
- setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
- // Create "Open in Editor" button
- mEditButton = new GuiBitmapButtonCtrl();
- dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.editAsset(%d.getText());", retCtrl->getId());
- mEditButton->setField("Command", szBuffer);
- char bitmapName[512] = "ToolsModule:SFXEmitter_image";
- mEditButton->setBitmap(StringTable->insert(bitmapName));
- mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
- mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
- mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
- mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Test play this sound");
- mEditButton->registerObject();
- addObject(mEditButton);
- return retCtrl;
- }
- bool GuiInspectorTypeSoundAssetPtr::updateRects()
- {
- S32 dividerPos, dividerMargin;
- mInspector->getDivider(dividerPos, dividerMargin);
- Point2I fieldExtent = getExtent();
- Point2I fieldPos = getPosition();
- mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
- mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
- bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
- if (mBrowseButton != NULL)
- {
- mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
- resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
- }
- if (mEditButton != NULL)
- {
- RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
- resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent);
- }
- return resized;
- }
- IMPLEMENT_CONOBJECT(GuiInspectorTypeSoundAssetId);
- ConsoleDocClass(GuiInspectorTypeSoundAssetId,
- "@brief Inspector field type for Sounds\n\n"
- "Editor use only.\n\n"
- "@internal"
- );
- void GuiInspectorTypeSoundAssetId::consoleInit()
- {
- Parent::consoleInit();
- ConsoleBaseType::getType(TypeSoundAssetId)->setInspectorFieldType("GuiInspectorTypeSoundAssetId");
- }
- #endif
|