update audio + switch to wwise
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@@ -0,0 +1,90 @@
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#if UNITY_EDITOR
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/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unity(R) Terms of
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Service at https://unity3d.com/legal/terms-of-service
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2024 Audiokinetic Inc.
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*******************************************************************************/
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(AkBank))]
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public class AkBankInspector : AkBaseInspector
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{
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private readonly AkUnityEventHandlerInspector m_LoadBankEventHandlerInspector = new AkUnityEventHandlerInspector();
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private readonly AkUnityEventHandlerInspector m_UnloadBankEventHandlerInspector = new AkUnityEventHandlerInspector();
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private UnityEditor.SerializedProperty loadAsync;
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private UnityEditor.SerializedProperty decode;
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private UnityEditor.SerializedProperty saveDecoded;
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private UnityEditor.SerializedProperty overrideLoadAsync;
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private void OnEnable()
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{
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m_LoadBankEventHandlerInspector.Init(serializedObject, "triggerList", "Load On: ", false);
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m_UnloadBankEventHandlerInspector.Init(serializedObject, "unloadTriggerList", "Unload On: ", false);
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decode = serializedObject.FindProperty("decodeBank");
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saveDecoded = serializedObject.FindProperty("saveDecodedBank");
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loadAsync = serializedObject.FindProperty("loadAsynchronous");
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overrideLoadAsync = serializedObject.FindProperty("overrideLoadSetting");
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}
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public override void OnChildInspectorGUI()
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{
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m_LoadBankEventHandlerInspector.OnGUI();
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m_UnloadBankEventHandlerInspector.OnGUI();
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using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
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{
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UnityEditor.EditorGUILayout.PropertyField(overrideLoadAsync, new UnityEngine.GUIContent("Override Load Setting:"));
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if (overrideLoadAsync.boolValue)
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{
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UnityEditor.EditorGUILayout.PropertyField(loadAsync, new UnityEngine.GUIContent("Load Bank Asynchronously:"));
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}
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}
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#if !(AK_WWISE_ADDRESSABLES && UNITY_ADDRESSABLES)
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using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
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{
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UnityEditor.EditorGUILayout.PropertyField(decode, new UnityEngine.GUIContent("Decode compressed data:"));
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if (!decode.boolValue)
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{
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return;
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}
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var oldSaveDecodedValue = saveDecoded.boolValue;
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UnityEditor.EditorGUILayout.PropertyField(saveDecoded, new UnityEngine.GUIContent("Save decoded bank:"));
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if (!oldSaveDecodedValue || saveDecoded.boolValue)
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{
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return;
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}
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var bank = target as AkBank;
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var decodedBankPath = System.IO.Path.Combine(AkBasePathGetter.Get().DecodedBankFullPath, bank.data.Name + ".bnk");
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try
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{
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System.IO.File.Delete(decodedBankPath);
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}
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catch (System.Exception e)
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{
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UnityEngine.Debug.Log("WwiseUnity: Could not delete existing decoded SoundBank. Please delete it manually. " + e);
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}
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}
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#endif
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}
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}
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#endif
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