322 lines
9.7 KiB
C++
322 lines
9.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AmbientSoundDetails.h"
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#include "Components/AudioComponent.h"
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "DetailCategoryBuilder.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailWidgetRow.h"
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#include "Editor.h"
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#include "Editor/EditorEngine.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "HAL/Platform.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "Internationalization/Text.h"
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#include "Layout/Margin.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/Attribute.h"
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#include "SlotBase.h"
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#include "Sound/AmbientSound.h"
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#include "Sound/SoundCue.h"
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#include "Sound/SoundNode.h"
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#include "Sound/SoundNodeDelay.h"
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#include "Sound/SoundNodeLooping.h"
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#include "Sound/SoundNodeMixer.h"
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#include "Sound/SoundNodeRandom.h"
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#include "Sound/SoundNodeWavePlayer.h"
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#include "Subsystems/AssetEditorSubsystem.h"
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#include "Templates/Casts.h"
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#include "Textures/SlateIcon.h"
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#include "Types/SlateEnums.h"
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#include "UObject/NameTypes.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/Package.h"
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#include "UObject/UObjectGlobals.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Input/SComboButton.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/Text/STextBlock.h"
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class USoundBase;
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#define LOCTEXT_NAMESPACE "AmbientSoundDetails"
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TSharedRef<IDetailCustomization> FAmbientSoundDetails::MakeInstance()
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{
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return MakeShareable( new FAmbientSoundDetails );
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}
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void FAmbientSoundDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
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{
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailBuilder.GetSelectedObjects();
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for( int32 ObjectIndex = 0; !AmbientSound.IsValid() && ObjectIndex < SelectedObjects.Num(); ++ObjectIndex )
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{
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const TWeakObjectPtr<UObject>& CurrentObject = SelectedObjects[ObjectIndex];
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if ( CurrentObject.IsValid() )
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{
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AmbientSound = Cast<AAmbientSound>(CurrentObject.Get());
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}
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}
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DetailBuilder.EditCategory( "Sound", FText::GetEmpty(), ECategoryPriority::Important )
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.AddCustomRow( FText::GetEmpty() )
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.Padding( 0.f, 2.0f, 0.f, 0.f)
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.FillHeight(1.0f)
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.VAlign( VAlign_Center )
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 2.0f, 0.0f )
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Left)
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[
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SNew(SButton)
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.VAlign(VAlign_Center)
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.OnClicked( this, &FAmbientSoundDetails::OnEditSoundCueClicked )
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.IsEnabled( this, &FAmbientSoundDetails::IsEditSoundCueEnabled )
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.Text( LOCTEXT("EditAsset", "Edit") )
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.ToolTipText( LOCTEXT("EditAssetToolTip", "Edit this sound cue") )
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 2.0f, 0.0f )
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Left)
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[
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// Add a menu for displaying all textures
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SNew( SComboButton )
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.OnGetMenuContent( this, &FAmbientSoundDetails::OnGetSoundCueTemplates )
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.VAlign( VAlign_Center )
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.ContentPadding(2.f)
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.ButtonContent()
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[
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SNew( STextBlock )
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.ToolTipText( LOCTEXT("NewSoundCueToolTip", "Create a new sound cue with the desired template") )
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.Text( LOCTEXT("NewSoundCue", "New") )
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]
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 2.0f, 0.0f )
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Left)
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[
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SNew(SButton)
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.VAlign(VAlign_Center)
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.OnClicked( this, &FAmbientSoundDetails::OnPlaySoundClicked )
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.Text( LOCTEXT("PlaySoundCue", "Play") )
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 2.0f, 0.0f )
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Left)
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[
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SNew(SButton)
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.VAlign(VAlign_Center)
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.OnClicked( this, &FAmbientSoundDetails::OnStopSoundClicked )
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.Text( LOCTEXT("StopSoundCue", "Stop") )
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]
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]
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];
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DetailBuilder.EditCategory("Attenuation", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
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DetailBuilder.EditCategory("Modulation", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
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}
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bool FAmbientSoundDetails::IsEditSoundCueEnabled() const
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{
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if (AmbientSound.IsValid())
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{
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// Only sound cues are editable
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USoundCue* SoundCue = Cast<USoundCue>(AmbientSound.Get()->GetAudioComponent()->Sound);
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return (SoundCue != NULL);
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}
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return false;
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}
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FReply FAmbientSoundDetails::OnEditSoundCueClicked()
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{
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if( AmbientSound.IsValid() )
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{
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USoundCue* SoundCue = Cast<USoundCue>(AmbientSound.Get()->GetAudioComponent()->Sound);
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if (SoundCue)
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{
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GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(SoundCue);
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}
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}
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return FReply::Handled();
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}
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TSharedRef<SWidget> FAmbientSoundDetails::OnGetSoundCueTemplates()
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{
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FMenuBuilder MenuBuilder( true, NULL );
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FUIAction EmptyAction( FExecuteAction::CreateSP( this, &FAmbientSoundDetails::CreateNewSoundCue, SOUNDCUE_LAYOUT_EMPTY ) );
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MenuBuilder.AddMenuEntry( LOCTEXT("SoundCue_EmptyLayout", "Blank"), LOCTEXT("SoundCue_EmptyLayout_Tooltip", "Create an empty SoundCue"), FSlateIcon(), EmptyAction );
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FUIAction MixerAction( FExecuteAction::CreateSP( this, &FAmbientSoundDetails::CreateNewSoundCue, SOUNDCUE_LAYOUT_MIXER ) );
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MenuBuilder.AddMenuEntry( LOCTEXT("SoundCue_MixerLayout", "Mixer"), LOCTEXT("SoundCue_MixerLayout_Tooltip", "Create a SoundCue with a Mixer"), FSlateIcon(), MixerAction );
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FUIAction RandomLoopAction( FExecuteAction::CreateSP( this, &FAmbientSoundDetails::CreateNewSoundCue, SOUNDCUE_LAYOUT_RANDOM_LOOP ) );
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MenuBuilder.AddMenuEntry( LOCTEXT("SoundCue_RandomLoopLayout", "Random Loop"), LOCTEXT("SoundCue_RandomLoopLayout_Tooltip", "Create a SoundCue with a Loop and a Random node"), FSlateIcon(), RandomLoopAction );
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FUIAction RandomLoopWithDelayAction( FExecuteAction::CreateSP( this, &FAmbientSoundDetails::CreateNewSoundCue, SOUNDCUE_LAYOUT_RANDOM_LOOP_WITH_DELAY ) );
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MenuBuilder.AddMenuEntry( LOCTEXT("SoundCue_RandomLoopWithDelayLayout", "Random Loop with Delay"), LOCTEXT("SoundCue_RandomLoopWithDelayLayout_Tooltip", "Create a SoundCue with a Loop, a Delay, and a Random node"), FSlateIcon(), RandomLoopWithDelayAction );
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return MenuBuilder.MakeWidget();
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}
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void FAmbientSoundDetails::CreateNewSoundCue( ESoundCueLayouts Layout )
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{
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if( AmbientSound.IsValid() )
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{
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OnStopSoundClicked();
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AAmbientSound* AS = AmbientSound.Get();
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// First if the existing SoundCue is a child of the AmbientSound rename it off to oblivion so we can have a good name
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USoundCue* SoundCue = Cast<USoundCue>(AmbientSound->GetAudioComponent()->Sound);
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if (SoundCue && SoundCue->GetOuter() == AS)
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{
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SoundCue->Rename(*MakeUniqueObjectName( GetTransientPackage(), USoundCue::StaticClass() ).ToString(), GetTransientPackage(), REN_DontCreateRedirectors);
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}
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int32 NodeColumn = 0;
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USoundNode* PrevNode = NULL;
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SoundCue = NewObject<USoundCue>(AS, FName(*AS->GetInternalSoundCueName()));
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AS->GetAudioComponent()->Sound = SoundCue;
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AS->GetAudioComponent()->PostEditChange();
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if (Layout == SOUNDCUE_LAYOUT_RANDOM_LOOP || Layout == SOUNDCUE_LAYOUT_RANDOM_LOOP_WITH_DELAY)
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{
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USoundNodeLooping* LoopingNode = SoundCue->ConstructSoundNode<USoundNodeLooping>();
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LoopingNode->CreateStartingConnectors();
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LoopingNode->PlaceNode(NodeColumn++, 0, 1);
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if (!PrevNode)
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{
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SoundCue->FirstNode = LoopingNode;
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}
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else
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{
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check(PrevNode->ChildNodes.Num() > 0);
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PrevNode->ChildNodes[0] = LoopingNode;
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}
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PrevNode = LoopingNode;
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if (Layout == SOUNDCUE_LAYOUT_RANDOM_LOOP_WITH_DELAY)
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{
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USoundNodeDelay* DelayNode = SoundCue->ConstructSoundNode<USoundNodeDelay>();
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DelayNode->CreateStartingConnectors();
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DelayNode->PlaceNode(NodeColumn++,0,1);
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if (!PrevNode)
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{
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SoundCue->FirstNode = DelayNode;
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}
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else
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{
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check(PrevNode->ChildNodes.Num() > 0);
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PrevNode->ChildNodes[0] = DelayNode;
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}
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PrevNode = DelayNode;
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}
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USoundNodeRandom* RandomNode = SoundCue->ConstructSoundNode<USoundNodeRandom>();
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RandomNode->CreateStartingConnectors();
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RandomNode->PlaceNode(NodeColumn++,0,1);
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if (!PrevNode)
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{
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SoundCue->FirstNode = RandomNode;
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}
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else
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{
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check(PrevNode->ChildNodes.Num() > 0);
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PrevNode->ChildNodes[0] = RandomNode;
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}
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PrevNode = RandomNode;
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}
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else if (Layout == SOUNDCUE_LAYOUT_MIXER)
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{
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USoundNodeMixer* MixerNode = SoundCue->ConstructSoundNode<USoundNodeMixer>();
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MixerNode->CreateStartingConnectors();
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MixerNode->PlaceNode(NodeColumn++,0,1);
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if (!PrevNode)
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{
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SoundCue->FirstNode = MixerNode;
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}
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else
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{
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check(PrevNode->ChildNodes.Num() > 0);
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PrevNode->ChildNodes[0] = MixerNode;
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}
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PrevNode = MixerNode;
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}
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if (PrevNode)
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{
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const int32 ChildCount = PrevNode->ChildNodes.Num();
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for (int32 ChildIndex = 0; ChildIndex < ChildCount; ++ChildIndex)
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{
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USoundNodeWavePlayer* PlayerNode = SoundCue->ConstructSoundNode<USoundNodeWavePlayer>();
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PlayerNode->PlaceNode(NodeColumn,ChildIndex,ChildCount);
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if (Layout == SOUNDCUE_LAYOUT_MIXER)
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{
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PlayerNode->bLooping = true;
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}
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PrevNode->ChildNodes[ChildIndex] = PlayerNode;
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}
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}
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SoundCue->LinkGraphNodesFromSoundNodes();
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GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(SoundCue);
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}
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}
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FReply FAmbientSoundDetails::OnPlaySoundClicked()
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{
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if( AmbientSound.IsValid() )
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{
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USoundBase* Sound = AmbientSound.Get()->GetAudioComponent()->Sound;
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if (Sound)
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{
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GEditor->PlayPreviewSound(Sound);
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}
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}
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return FReply::Handled();
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}
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FReply FAmbientSoundDetails::OnStopSoundClicked()
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{
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GEditor->ResetPreviewAudioComponent();
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return FReply::Handled();
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}
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#undef LOCTEXT_NAMESPACE
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