An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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//-----------------------------------------------------------------------
// <summary>
// SfxrEditor implements a Unity window to generate sounds with usfxr
// using a more friendly GUI.
// </summary>
// <copyright file="SfxrGenerator.cs">
// Copyright 2013 Tiaan Geldenhuys, 2014 Zeh Fernando
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
//-----------------------------------------------------------------------
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Implements a Unity window to generate sounds and their parameters with usfxr.
/// </summary>
/// <remarks>
/// Open the generator from the Window menu. You can then create a sound and
/// when you are ready, copy the equivalent parameters to the clipboard to be
/// used inside your game.
/// </remarks>
public class SfxrGenerator : EditorWindow {
/// <summary>
/// Open the usfxr's sound-effects generator window.
/// </summary>
// Enums
public enum WaveType : uint {
Square = 0,
Sawtooth = 1,
Sine = 2,
Noise = 3,
Triangle = 4,
PinkNoise = 5,
Tan = 6,
Whistle = 7,
Breaker = 8
}
// Properties
private Vector2 scrollPosition; // Position of the scroll window
private Vector2 scrollPositionRoot;
private SfxrParams soundParameters;
private string suggestedName;
private SfxrSynth synth;
// ================================================================================================================
// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------
[MenuItem("Tools/Fungus/Utilities/Generate usfxr Sound Effects")]
public static void Initialize() {
var window = ScriptableObject.CreateInstance<SfxrGenerator>();
window.name = "Sound Effects";
#if UNITY_5_0
window.title = window.name;
#else
window.titleContent = new GUIContent(window.name);
#endif
window.Show();
}
protected virtual void OnGUI() {
// Initializations
if (soundParameters == null) {
soundParameters = new SfxrParams();
soundParameters.Randomize();
}
if (synth == null) {
synth = new SfxrSynth();
}
bool soundChanged = false;
// Begin UI
scrollPositionRoot = GUILayout.BeginScrollView(scrollPositionRoot);
GUILayout.BeginHorizontal();
// Left column (generator buttons, copy & paste)
soundChanged = RenderLeftColumn(soundParameters) || soundChanged;
// Main settings column
soundChanged = RenderSettingsColumn(soundParameters) || soundChanged;
// Ends the UI
GUILayout.EndHorizontal();
GUILayout.EndScrollView();
// Play sound if necessary
if (soundChanged) {
synth.parameters.SetSettingsString(soundParameters.GetSettingsString());
PlaySound();
CreateWavePreview();
}
}
public void PlaySound() {
// Just play the current sound
synth.Play();
}
public void CreateWavePreview() {
// Creates an image with a preview of the wave
/*
// Create the texture and set its colour.
Texture2D blackTexture = new Texture2D(1,1);
blackTexture.SetPixel(0,0,Color.black);
blackTexture.Apply();
...
// Use the texture.
GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height), blackTexture);
// Anti alias line: http://en.wikipedia.org/wiki/Xiaolin_Wu's_line_algorithm
*/
}
public bool RenderLeftColumn(SfxrParams parameters) {
bool soundChanged = false;
// Begin generator column
GUILayout.BeginVertical("box", GUILayout.Width(110));
GUILayout.Label("GENERATOR", EditorStyles.boldLabel);
GUILayout.Space(8);
if (GUILayout.Button("PICKUP/COIN")) {
suggestedName = "PickupCoin";
parameters.GeneratePickupCoin();
soundChanged = true;
}
if (GUILayout.Button("LASER/SHOOT")) {
suggestedName = "LaserShoot";
parameters.GenerateLaserShoot();
soundChanged = true;
}
if (GUILayout.Button("EXPLOSION")) {
suggestedName = "Explosion";
parameters.GenerateExplosion();
soundChanged = true;
}
if (GUILayout.Button("POWERUP")) {
suggestedName = "Powerup";
parameters.GeneratePowerup();
soundChanged = true;
}
if (GUILayout.Button("HIT/HURT")) {
suggestedName = "HitHurt";
parameters.GenerateHitHurt();
soundChanged = true;
}
if (GUILayout.Button("JUMP")) {
suggestedName = "Jump";
parameters.GenerateJump();
soundChanged = true;
}
if (GUILayout.Button("BLIP/SELECT")) {
suggestedName = "BlipSelect";
parameters.GenerateBlipSelect();
soundChanged = true;
}
GUILayout.Space(30);
if (GUILayout.Button("MUTATE")) {
parameters.Mutate();
soundChanged = true;
}
if (GUILayout.Button("RANDOMIZE")) {
suggestedName = "Random";
parameters.Randomize();
soundChanged = true;
}
GUILayout.Space(30);
if (GUILayout.Button("COPY (OLD)")) {
EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsStringLegacy();
}
if (GUILayout.Button("COPY")) {
EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString();
}
if (GUILayout.Button("PASTE")) {
suggestedName = null;
parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer);
soundChanged = true;
}
GUILayout.Space(30);
if (GUILayout.Button("PLAY SOUND")) {
PlaySound();
}
GUILayout.Space(30);
if (GUILayout.Button("EXPORT WAV")) {
var path = EditorUtility.SaveFilePanel("Export as WAV", "", getSuggestedName() + ".wav", "wav");
if (path.Length != 0) {
SfxrSynth synth = new SfxrSynth();
synth.parameters.SetSettingsString(parameters.GetSettingsString());
File.WriteAllBytes(path, synth.GetWavFile());
}
}
// End generator column
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
return soundChanged;
}
public bool RenderSettingsColumn(SfxrParams parameters) {
bool soundChanged = false;
// Begin manual settings column
GUILayout.BeginVertical("box");
GUILayout.Label("MANUAL SETTINGS", EditorStyles.boldLabel);
GUILayout.Space(8);
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
soundChanged = RenderParameters(soundParameters) || soundChanged;
GUILayout.EndScrollView();
// End manual settings column
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
return soundChanged;
}
/// <summary>
/// Renders the specified SFXR parameters in the editor.
/// </summary>
/// <param name="parameters">The current parameters to be rendered.</param>
/// <remarks>
/// This method is called automatically for the standalone editor window
/// when a game-object with parameters is selected. However, this public
/// method can also be called by CustomEditor implementations for specific
/// game-components to render the editor in the Inspector window
/// (see UnityEditor.Editor for details). Also, this method can be used
/// from PropertyDrawer implementations; future releases of the code may
/// include such a default drawer (once SfxrSynth and SfxrParams supports
/// native serialization for Unity).
/// </remarks>
public bool RenderParameters(SfxrParams parameters) {
bool soundChanged = false;
GUIStyle waveTypeStyle = new GUIStyle(EditorStyles.popup);
waveTypeStyle.fontSize = 12;
waveTypeStyle.fixedHeight = 22;
EditorGUI.BeginChangeCheck();
try {
WaveType waveTypeAsEnum = (WaveType)parameters.waveType;
waveTypeAsEnum = (WaveType)EditorGUILayout.EnumPopup(new GUIContent("Wave Type", "Shape of the wave"), waveTypeAsEnum, waveTypeStyle);
parameters.waveType = (uint)waveTypeAsEnum;
GUILayout.Space(12);
//RenderPopup(waveTypeOptions, ((int)(parameters.waveType)), (value => parameters.waveType = ((uint)(value))), new GUIContent("Wave Type", "Shape of the wave"));
bool isSquareWaveType = (parameters.waveType == 0);
RenderSlider(+0, +1, parameters.masterVolume, (value => parameters.masterVolume = value), new GUIContent("Volume", "Overall volume of the sound (0 to 1)"));
RenderHeading("Wave Envelope");
RenderSlider(+0, +1, parameters.attackTime, (value => parameters.attackTime = value), new GUIContent("Attack Time", "Length of the volume envelope attack (0 to 1)"));
RenderSlider(+0, +1, parameters.sustainTime, (value => parameters.sustainTime = value), new GUIContent("Sustain Time", "Length of the volume envelope sustain (0 to 1)"));
RenderSlider(+0, +1, parameters.sustainPunch, (value => parameters.sustainPunch = value), new GUIContent("Sustain Punch", "Tilts the sustain envelope for more 'pop' (0 to 1)"));
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)"));
// BFXR
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)"));
RenderHeading("Frequency");
RenderSlider(+0, +1, parameters.startFrequency, (value => parameters.startFrequency = value), new GUIContent("Start Frequency", "Base note of the sound (0 to 1)"));
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)"));
RenderSlider(-1, +1, parameters.slide, (value => parameters.slide = value), new GUIContent("Slide", "Slides the note up or down (-1 to 1)"));
RenderSlider(-1, +1, parameters.deltaSlide, (value => parameters.deltaSlide = value), new GUIContent("Delta Slide", "Accelerates the slide (-1 to 1)"));
RenderSlider(+0, +1, parameters.vibratoDepth, (value => parameters.vibratoDepth = value), new GUIContent("Vibrato Depth", "Strength of the vibrato effect (0 to 1)"));
RenderSlider(+0, +1, parameters.vibratoSpeed, (value => parameters.vibratoSpeed = value), new GUIContent("Vibrato Speed", "Speed of the vibrato effect (i.e. frequency) (0 to 1)"));
// BFXR
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)"));
RenderSlider(+0, +1, parameters.overtoneFalloff, (value => parameters.overtoneFalloff = value), new GUIContent("Harmonics falloff", "The rate at which higher overtones should decay (0 to 1)"));
RenderHeading("Tone Change/Pitch Jump");
// BFXR
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)"));
RenderSlider(-1, +1, parameters.changeAmount, (value => parameters.changeAmount = value), new GUIContent("Change Amount 1", "Shift in note, either up or down (-1 to 1)"));
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)"));
// BFXR
RenderSlider(-1, +1, parameters.changeAmount2, (value => parameters.changeAmount2 = value), new GUIContent("Change Amount 2", "Shift in note, either up or down (-1 to 1)"));
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)"));
RenderHeading("Square Waves");
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);
RenderSlider(-1, +1, parameters.dutySweep, (value => parameters.dutySweep = value), new GUIContent("Duty Sweep", "Sweeps the duty up or down (-1 to 1)"), isSquareWaveType);
RenderHeading("Repeats");
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)"));
RenderHeading("Phaser");
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)"));
RenderSlider(-1, +1, parameters.phaserSweep, (value => parameters.phaserSweep = value), new GUIContent("Phaser Sweep", "Sweeps the phase up or down (-1 to 1)"));
RenderHeading("Filters");
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)"));
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)"));
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)"));
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)"));
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)"));
RenderHeading("Bit Crushing");
// BFXR
RenderSlider(+0, +1, parameters.bitCrush, (value => parameters.bitCrush = value), new GUIContent("Bit Crush", "Resamples the audio at a lower frequency (0 to 1)"));
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)"));
} finally {
if (EditorGUI.EndChangeCheck()) {
parameters.paramsDirty = true;
soundChanged = true;
}
}
return soundChanged;
}
protected static void RenderHeading(string heading) {
EditorGUILayout.LabelField(heading, EditorStyles.boldLabel);
}
protected static bool RenderButton(
GUIContent content = null,
Action valueChangeAction = null,
bool? isEnabled = null,
params GUILayoutOption[] options)
{
if (content == null)
{
content = GUIContent.none;
}
bool isClicked = false;
return RenderGenericEditor(
ref isClicked,
() => GUILayout.Button(content, options),
valueChangeAction,
isEnabled);
}
protected static bool RenderButton(
string text,
Action valueChangeAction = null,
bool? isEnabled = null,
params GUILayoutOption[] options)
{
return RenderButton(
new GUIContent(text), valueChangeAction, isEnabled, options);
}
protected static bool RenderPopup(
GUIContent[] selectionOptions,
int value,
Action<int> valueChangeAction = null,
GUIContent label = null,
bool? isEnabled = null)
{
if (label == null)
{
label = GUIContent.none;
}
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";
}
}