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487 lines
17 KiB
487 lines
17 KiB
10 years ago
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//-----------------------------------------------------------------------
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// <summary>
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// SfxrEditor implements a Unity window to generate sounds with usfxr
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// using a more friendly GUI.
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// </summary>
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// <copyright file="SfxrGenerator.cs">
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// Copyright 2013 Tiaan Geldenhuys, 2014 Zeh Fernando
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// </copyright>
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//-----------------------------------------------------------------------
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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/// <summary>
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/// Implements a Unity window to generate sounds and their parameters with usfxr.
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/// </summary>
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/// <remarks>
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/// Open the generator from the Window menu. You can then create a sound and
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/// when you are ready, copy the equivalent parameters to the clipboard to be
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/// used inside your game.
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/// </remarks>
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public class SfxrGenerator : EditorWindow {
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/// <summary>
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/// Open the usfxr's sound-effects generator window.
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/// </summary>
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// Enums
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public enum WaveType : uint {
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Square = 0,
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Sawtooth = 1,
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Sine = 2,
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Noise = 3,
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Triangle = 4,
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PinkNoise = 5,
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Tan = 6,
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Whistle = 7,
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Breaker = 8
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}
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// Properties
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private Vector2 scrollPosition; // Position of the scroll window
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private Vector2 scrollPositionRoot;
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private SfxrParams soundParameters;
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private string suggestedName;
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private SfxrSynth synth;
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// ================================================================================================================
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// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------
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[MenuItem("Window/Generate usfxr Sound Effects")]
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public static void Initialize() {
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var window = ScriptableObject.CreateInstance<SfxrGenerator>();
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window.title = window.name = "Sound Effects";
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window.Show();
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}
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protected virtual void OnGUI() {
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// Initializations
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if (soundParameters == null) {
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soundParameters = new SfxrParams();
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soundParameters.Randomize();
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}
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if (synth == null) {
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synth = new SfxrSynth();
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}
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bool soundChanged = false;
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// Begin UI
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scrollPositionRoot = GUILayout.BeginScrollView(scrollPositionRoot);
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GUILayout.BeginHorizontal();
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// Left column (generator buttons, copy & paste)
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soundChanged = RenderLeftColumn(soundParameters) || soundChanged;
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// Main settings column
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soundChanged = RenderSettingsColumn(soundParameters) || soundChanged;
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// Ends the UI
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GUILayout.EndHorizontal();
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GUILayout.EndScrollView();
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// Play sound if necessary
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if (soundChanged) {
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synth.parameters.SetSettingsString(soundParameters.GetSettingsString());
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PlaySound();
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CreateWavePreview();
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}
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}
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public void PlaySound() {
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// Just play the current sound
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synth.Play();
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}
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public void CreateWavePreview() {
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// Creates an image with a preview of the wave
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/*
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// Create the texture and set its colour.
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Texture2D blackTexture = new Texture2D(1,1);
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blackTexture.SetPixel(0,0,Color.black);
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blackTexture.Apply();
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...
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// Use the texture.
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GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height), blackTexture);
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// Anti alias line: http://en.wikipedia.org/wiki/Xiaolin_Wu's_line_algorithm
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*/
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}
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public bool RenderLeftColumn(SfxrParams parameters) {
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bool soundChanged = false;
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// Begin generator column
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GUILayout.BeginVertical("box", GUILayout.Width(110));
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GUILayout.Label("GENERATOR", EditorStyles.boldLabel);
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GUILayout.Space(8);
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if (GUILayout.Button("PICKUP/COIN")) {
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suggestedName = "PickupCoin";
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parameters.GeneratePickupCoin();
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soundChanged = true;
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}
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if (GUILayout.Button("LASER/SHOOT")) {
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suggestedName = "LaserShoot";
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parameters.GenerateLaserShoot();
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soundChanged = true;
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}
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if (GUILayout.Button("EXPLOSION")) {
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suggestedName = "Explosion";
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parameters.GenerateExplosion();
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soundChanged = true;
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}
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if (GUILayout.Button("POWERUP")) {
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suggestedName = "Powerup";
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parameters.GeneratePowerup();
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soundChanged = true;
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}
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if (GUILayout.Button("HIT/HURT")) {
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suggestedName = "HitHurt";
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parameters.GenerateHitHurt();
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soundChanged = true;
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}
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if (GUILayout.Button("JUMP")) {
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suggestedName = "Jump";
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parameters.GenerateJump();
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soundChanged = true;
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}
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if (GUILayout.Button("BLIP/SELECT")) {
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suggestedName = "BlipSelect";
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parameters.GenerateBlipSelect();
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soundChanged = true;
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}
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GUILayout.Space(30);
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if (GUILayout.Button("MUTATE")) {
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parameters.Mutate();
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soundChanged = true;
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}
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if (GUILayout.Button("RANDOMIZE")) {
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suggestedName = "Random";
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parameters.Randomize();
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soundChanged = true;
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}
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GUILayout.Space(30);
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if (GUILayout.Button("COPY (OLD)")) {
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EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsStringLegacy();
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}
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if (GUILayout.Button("COPY")) {
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EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString();
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}
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if (GUILayout.Button("PASTE")) {
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suggestedName = null;
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parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer);
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soundChanged = true;
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}
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GUILayout.Space(30);
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if (GUILayout.Button("PLAY SOUND")) {
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PlaySound();
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}
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GUILayout.Space(30);
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if (GUILayout.Button("EXPORT WAV")) {
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var path = EditorUtility.SaveFilePanel("Export as WAV", "", getSuggestedName() + ".wav", "wav");
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if (path.Length != 0) {
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SfxrSynth synth = new SfxrSynth();
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synth.parameters.SetSettingsString(parameters.GetSettingsString());
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File.WriteAllBytes(path, synth.GetWavFile());
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}
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}
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// End generator column
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GUILayout.FlexibleSpace();
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GUILayout.EndVertical();
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return soundChanged;
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}
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public bool RenderSettingsColumn(SfxrParams parameters) {
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bool soundChanged = false;
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// Begin manual settings column
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GUILayout.BeginVertical("box");
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GUILayout.Label("MANUAL SETTINGS", EditorStyles.boldLabel);
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GUILayout.Space(8);
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scrollPosition = GUILayout.BeginScrollView(scrollPosition);
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soundChanged = RenderParameters(soundParameters) || soundChanged;
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GUILayout.EndScrollView();
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// End manual settings column
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GUILayout.FlexibleSpace();
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GUILayout.EndVertical();
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return soundChanged;
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}
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/// <summary>
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/// Renders the specified SFXR parameters in the editor.
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/// </summary>
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/// <param name="parameters">The current parameters to be rendered.</param>
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/// <remarks>
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/// This method is called automatically for the standalone editor window
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/// when a game-object with parameters is selected. However, this public
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/// method can also be called by CustomEditor implementations for specific
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/// game-components to render the editor in the Inspector window
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/// (see UnityEditor.Editor for details). Also, this method can be used
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/// from PropertyDrawer implementations; future releases of the code may
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/// include such a default drawer (once SfxrSynth and SfxrParams supports
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/// native serialization for Unity).
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/// </remarks>
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public bool RenderParameters(SfxrParams parameters) {
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bool soundChanged = false;
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GUIStyle waveTypeStyle = EditorStyles.popup;
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waveTypeStyle.fontSize = 12;
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waveTypeStyle.fixedHeight = 22;
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EditorGUI.BeginChangeCheck();
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try {
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WaveType waveTypeAsEnum = (WaveType)parameters.waveType;
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waveTypeAsEnum = (WaveType)EditorGUILayout.EnumPopup(new GUIContent("Wave Type", "Shape of the wave"), waveTypeAsEnum, waveTypeStyle);
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parameters.waveType = (uint)waveTypeAsEnum;
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GUILayout.Space(12);
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//RenderPopup(waveTypeOptions, ((int)(parameters.waveType)), (value => parameters.waveType = ((uint)(value))), new GUIContent("Wave Type", "Shape of the wave"));
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bool isSquareWaveType = (parameters.waveType == 0);
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RenderSlider(+0, +1, parameters.masterVolume, (value => parameters.masterVolume = value), new GUIContent("Volume", "Overall volume of the sound (0 to 1)"));
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RenderHeading("Wave Envelope");
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RenderSlider(+0, +1, parameters.attackTime, (value => parameters.attackTime = value), new GUIContent("Attack Time", "Length of the volume envelope attack (0 to 1)"));
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RenderSlider(+0, +1, parameters.sustainTime, (value => parameters.sustainTime = value), new GUIContent("Sustain Time", "Length of the volume envelope sustain (0 to 1)"));
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RenderSlider(+0, +1, parameters.sustainPunch, (value => parameters.sustainPunch = value), new GUIContent("Sustain Punch", "Tilts the sustain envelope for more 'pop' (0 to 1)"));
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RenderSlider(+0, +1, parameters.decayTime, (value => parameters.decayTime = value), new GUIContent("Decay Time", "Length of the volume envelope decay (yes, I know it's called release) (0 to 1)"));
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// BFXR
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RenderSlider(+0, +1, parameters.compressionAmount, (value => parameters.compressionAmount = value), new GUIContent("Compression", "Pushes amplitudes together into a narrower range to make them stand out more. Very good for sound effects, where you want them to stick out against background music (0 to 1)"));
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RenderHeading("Frequency");
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RenderSlider(+0, +1, parameters.startFrequency, (value => parameters.startFrequency = value), new GUIContent("Start Frequency", "Base note of the sound (0 to 1)"));
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RenderSlider(+0, +1, parameters.minFrequency, (value => parameters.minFrequency = value), new GUIContent("Minimum Frequency", "If sliding, the sound will stop at this frequency, to prevent really low notes (0 to 1)"));
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RenderSlider(-1, +1, parameters.slide, (value => parameters.slide = value), new GUIContent("Slide", "Slides the note up or down (-1 to 1)"));
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RenderSlider(-1, +1, parameters.deltaSlide, (value => parameters.deltaSlide = value), new GUIContent("Delta Slide", "Accelerates the slide (-1 to 1)"));
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RenderSlider(+0, +1, parameters.vibratoDepth, (value => parameters.vibratoDepth = value), new GUIContent("Vibrato Depth", "Strength of the vibrato effect (0 to 1)"));
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RenderSlider(+0, +1, parameters.vibratoSpeed, (value => parameters.vibratoSpeed = value), new GUIContent("Vibrato Speed", "Speed of the vibrato effect (i.e. frequency) (0 to 1)"));
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// BFXR
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RenderSlider(+0, +1, parameters.overtones, (value => parameters.overtones = value), new GUIContent("Harmonics", "Overlays copies of the waveform with copies and multiples of its frequency. Good for bulking out or otherwise enriching the texture of the sounds (warning: this is the number 1 cause of usfxr slowdown!) (0 to 1)"));
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RenderSlider(+0, +1, parameters.overtoneFalloff, (value => parameters.overtoneFalloff = value), new GUIContent("Harmonics falloff", "The rate at which higher overtones should decay (0 to 1)"));
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RenderHeading("Tone Change/Pitch Jump");
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// BFXR
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RenderSlider(+0, +1, parameters.changeRepeat, (value => parameters.changeRepeat = value), new GUIContent("Change Repeat Speed", "Larger Values means more pitch jumps, which can be useful for arpeggiation (0 to 1)"));
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RenderSlider(-1, +1, parameters.changeAmount, (value => parameters.changeAmount = value), new GUIContent("Change Amount 1", "Shift in note, either up or down (-1 to 1)"));
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RenderSlider(+0, +1, parameters.changeSpeed, (value => parameters.changeSpeed = value), new GUIContent("Change Speed 1", "How fast the note shift happens (only happens once) (0 to 1)"));
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// BFXR
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RenderSlider(-1, +1, parameters.changeAmount2, (value => parameters.changeAmount2 = value), new GUIContent("Change Amount 2", "Shift in note, either up or down (-1 to 1)"));
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RenderSlider(+0, +1, parameters.changeSpeed2, (value => parameters.changeSpeed2 = value), new GUIContent("Change Speed 2", "How fast the note shift happens (only happens once) (0 to 1)"));
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RenderHeading("Square Waves");
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RenderSlider(+0, +1, parameters.squareDuty, (value => parameters.squareDuty = value), new GUIContent("Square Duty", "Controls the ratio between the up and down states of the square wave, changing the tibre (0 to 1)"), isSquareWaveType);
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RenderSlider(-1, +1, parameters.dutySweep, (value => parameters.dutySweep = value), new GUIContent("Duty Sweep", "Sweeps the duty up or down (-1 to 1)"), isSquareWaveType);
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RenderHeading("Repeats");
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RenderSlider(+0, +1, parameters.repeatSpeed, (value => parameters.repeatSpeed = value), new GUIContent("Repeat Speed", "Speed of the note repeating - certain variables are reset each time (0 to 1)"));
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RenderHeading("Phaser");
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RenderSlider(-1, +1, parameters.phaserOffset, (value => parameters.phaserOffset = value), new GUIContent("Phaser Offset", "Offsets a second copy of the wave by a small phase, changing the tibre (-1 to 1)"));
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RenderSlider(-1, +1, parameters.phaserSweep, (value => parameters.phaserSweep = value), new GUIContent("Phaser Sweep", "Sweeps the phase up or down (-1 to 1)"));
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RenderHeading("Filters");
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RenderSlider(+0, +1, parameters.lpFilterCutoff, (value => parameters.lpFilterCutoff = value), new GUIContent("Low-Pass Cutoff", "Frequency at which the low-pass filter starts attenuating higher frequencies (0 to 1)"));
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RenderSlider(-1, +1, parameters.lpFilterCutoffSweep, (value => parameters.lpFilterCutoffSweep = value), new GUIContent("Low-Pass Cutoff Sweep", "Sweeps the low-pass cutoff up or down (-1 to 1)"));
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RenderSlider(+0, +1, parameters.lpFilterResonance, (value => parameters.lpFilterResonance = value), new GUIContent("Low-Pass Resonance", "Changes the attenuation rate for the low-pass filter, changing the timbre (0 to 1)"));
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RenderSlider(+0, +1, parameters.hpFilterCutoff, (value => parameters.hpFilterCutoff = value), new GUIContent("High-Pass Cutoff", "Frequency at which the high-pass filter starts attenuating lower frequencies (0 to 1)"));
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RenderSlider(-1, +1, parameters.hpFilterCutoffSweep, (value => parameters.hpFilterCutoffSweep = value), new GUIContent("High-Pass Cutoff Sweep", "Sweeps the high-pass cutoff up or down (-1 to 1)"));
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RenderHeading("Bit Crushing");
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// BFXR
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RenderSlider(+0, +1, parameters.bitCrush, (value => parameters.bitCrush = value), new GUIContent("Bit Crush", "Resamples the audio at a lower frequency (0 to 1)"));
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RenderSlider(-1, +1, parameters.bitCrushSweep, (value => parameters.bitCrushSweep = value), new GUIContent("Bit Crush Sweep", "Sweeps the Bit Crush filter up or down (-1 to 1)"));
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} finally {
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if (EditorGUI.EndChangeCheck()) {
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parameters.paramsDirty = true;
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soundChanged = true;
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}
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}
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return soundChanged;
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}
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protected static void RenderHeading(string heading) {
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EditorGUILayout.LabelField(heading, EditorStyles.boldLabel);
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}
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protected static bool RenderButton(
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GUIContent content = null,
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Action valueChangeAction = null,
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bool? isEnabled = null,
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params GUILayoutOption[] options)
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{
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if (content == null)
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{
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content = GUIContent.none;
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}
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bool isClicked = false;
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return RenderGenericEditor(
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ref isClicked,
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() => GUILayout.Button(content, options),
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valueChangeAction,
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isEnabled);
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}
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protected static bool RenderButton(
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string text,
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Action valueChangeAction = null,
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bool? isEnabled = null,
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params GUILayoutOption[] options)
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{
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return RenderButton(
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new GUIContent(text), valueChangeAction, isEnabled, options);
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}
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protected static bool RenderPopup(
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GUIContent[] selectionOptions,
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int value,
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Action<int> valueChangeAction = null,
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GUIContent label = null,
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bool? isEnabled = null)
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{
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if (label == null)
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{
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label = GUIContent.none;
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|
}
|
||
|
|
||
|
return RenderGenericEditor(
|
||
|
ref value,
|
||
|
() => EditorGUILayout.Popup(label, value, selectionOptions),
|
||
|
valueChangeAction,
|
||
|
isEnabled);
|
||
|
}
|
||
|
|
||
|
protected static bool RenderSlider(
|
||
|
float minValue,
|
||
|
float maxValue,
|
||
|
float value,
|
||
|
Action<float> valueChangeAction = null,
|
||
|
GUIContent label = null,
|
||
|
bool? isEnabled = null)
|
||
|
{
|
||
|
if (label == null)
|
||
|
{
|
||
|
label = GUIContent.none;
|
||
|
}
|
||
|
|
||
|
return RenderGenericEditor(
|
||
|
ref value,
|
||
|
() => EditorGUILayout.Slider(label, value, minValue, maxValue),
|
||
|
valueChangeAction,
|
||
|
isEnabled);
|
||
|
}
|
||
|
|
||
|
private static bool RenderGenericEditor<T>(
|
||
|
ref T value,
|
||
|
Func<T> valueEditFunction,
|
||
|
Action<T> valueChangeAction = null,
|
||
|
bool? isEnabled = null)
|
||
|
{
|
||
|
bool isChanged;
|
||
|
if (valueEditFunction == null)
|
||
|
{
|
||
|
isChanged = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool? wasEnabled;
|
||
|
if (isEnabled.HasValue)
|
||
|
{
|
||
|
wasEnabled = GUI.enabled;
|
||
|
GUI.enabled = isEnabled.Value;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
wasEnabled = null;
|
||
|
}
|
||
|
|
||
|
try
|
||
|
{
|
||
|
EditorGUI.BeginChangeCheck();
|
||
|
try
|
||
|
{
|
||
|
value = valueEditFunction();
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
isChanged = EditorGUI.EndChangeCheck();
|
||
|
}
|
||
|
|
||
|
if (isChanged
|
||
|
&& (valueChangeAction != null))
|
||
|
{
|
||
|
valueChangeAction(value);
|
||
|
}
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
if (wasEnabled.HasValue)
|
||
|
{
|
||
|
GUI.enabled = wasEnabled.Value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return isChanged;
|
||
|
}
|
||
|
|
||
|
private static bool RenderGenericEditor<T>(
|
||
|
ref T value,
|
||
|
Func<T> valueEditFunction,
|
||
|
Action valueChangeAction,
|
||
|
bool? isEnabled = null)
|
||
|
{
|
||
|
Action<T> valueChangeActionWrapped = null;
|
||
|
if (valueChangeAction != null)
|
||
|
{
|
||
|
valueChangeActionWrapped = (dummyValue) => valueChangeAction();
|
||
|
}
|
||
|
|
||
|
return RenderGenericEditor(
|
||
|
ref value, valueEditFunction, valueChangeActionWrapped, isEnabled);
|
||
|
}
|
||
|
|
||
|
private string getSuggestedName() {
|
||
|
return suggestedName != null && suggestedName.Length > 0 ? suggestedName : "Audio";
|
||
|
}
|
||
|
}
|