diff --git a/hwanyoung2/.editorconfig b/hwanyoung2/.editorconfig new file mode 100644 index 00000000..fbec8216 --- /dev/null +++ b/hwanyoung2/.editorconfig @@ -0,0 +1,91 @@ +[*.{cpp,h}] + +# Naming convention rules (note: currently need to be ordered from more to less specific) + +cpp_naming_rule.aactor_prefixed.symbols = aactor_class +cpp_naming_rule.aactor_prefixed.style = aactor_style + +cpp_naming_rule.swidget_prefixed.symbols = swidget_class +cpp_naming_rule.swidget_prefixed.style = swidget_style + +cpp_naming_rule.uobject_prefixed.symbols = uobject_class +cpp_naming_rule.uobject_prefixed.style = uobject_style + +cpp_naming_rule.booleans_prefixed.symbols = boolean_vars +cpp_naming_rule.booleans_prefixed.style = boolean_style + +cpp_naming_rule.structs_prefixed.symbols = structs +cpp_naming_rule.structs_prefixed.style = unreal_engine_structs + +cpp_naming_rule.enums_prefixed.symbols = enums +cpp_naming_rule.enums_prefixed.style = unreal_engine_enums + +cpp_naming_rule.templates_prefixed.symbols = templates +cpp_naming_rule.templates_prefixed.style = unreal_engine_templates + +cpp_naming_rule.general_names.symbols = all_symbols +cpp_naming_rule.general_names.style = unreal_engine_default + +# Naming convention symbols + +cpp_naming_symbols.aactor_class.applicable_kinds = class +cpp_naming_symbols.aactor_class.applicable_type = AActor + +cpp_naming_symbols.swidget_class.applicable_kinds = class +cpp_naming_symbols.swidget_class.applicable_type = SWidget + +cpp_naming_symbols.uobject_class.applicable_kinds = class +cpp_naming_symbols.uobject_class.applicable_type = UObject + +cpp_naming_symbols.boolean_vars.applicable_kinds = local,parameter,field +cpp_naming_symbols.boolean_vars.applicable_type = bool + +cpp_naming_symbols.enums.applicable_kinds = enum + +cpp_naming_symbols.templates.applicable_kinds = template_class + +cpp_naming_symbols.structs.applicable_kinds = struct + +cpp_naming_symbols.all_symbols.applicable_kinds = * + +# Naming convention styles + +cpp_naming_style.unreal_engine_default.capitalization = pascal_case +cpp_naming_style.unreal_engine_default.required_prefix = +cpp_naming_style.unreal_engine_default.required_suffix = +cpp_naming_style.unreal_engine_default.word_separator = + +cpp_naming_style.unreal_engine_enums.capitalization = pascal_case +cpp_naming_style.unreal_engine_enums.required_prefix = E +cpp_naming_style.unreal_engine_enums.required_suffix = +cpp_naming_style.unreal_engine_enums.word_separator = + +cpp_naming_style.unreal_engine_templates.capitalization = pascal_case +cpp_naming_style.unreal_engine_templates.required_prefix = T +cpp_naming_style.unreal_engine_templates.required_suffix = +cpp_naming_style.unreal_engine_templates.word_separator = + +cpp_naming_style.unreal_engine_structs.capitalization = pascal_case +cpp_naming_style.unreal_engine_structs.required_prefix = F +cpp_naming_style.unreal_engine_structs.required_suffix = +cpp_naming_style.unreal_engine_structs.word_separator = + +cpp_naming_style.uobject_style.capitalization = pascal_case +cpp_naming_style.uobject_style.required_prefix = U +cpp_naming_style.uobject_style.required_suffix = +cpp_naming_style.uobject_style.word_separator = + +cpp_naming_style.aactor_style.capitalization = pascal_case +cpp_naming_style.aactor_style.required_prefix = A +cpp_naming_style.aactor_style.required_suffix = +cpp_naming_style.aactor_style.word_separator = + +cpp_naming_style.swidget_style.capitalization = pascal_case +cpp_naming_style.swidget_style.required_prefix = S +cpp_naming_style.swidget_style.required_suffix = +cpp_naming_style.swidget_style.word_separator = + +cpp_naming_style.boolean_style.capitalization = pascal_case +cpp_naming_style.boolean_style.required_prefix = b +cpp_naming_style.boolean_style.required_suffix = +cpp_naming_style.boolean_style.word_separator = \ No newline at end of file diff --git a/hwanyoung2/.gitattributes b/hwanyoung2/.gitattributes new file mode 100644 index 00000000..0ef10b40 --- /dev/null +++ b/hwanyoung2/.gitattributes @@ -0,0 +1,13 @@ +# UE file types +*.uasset filter=lfs diff=lfs merge=lfs -text binary +*.umap filter=lfs diff=lfs merge=lfs -text binary + +# Raw Content types +*.fbx filter=lfs diff=lfs merge=lfs -text +*.3ds filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.xcf filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text \ No newline at end of file diff --git a/hwanyoung2/.gitignore b/hwanyoung2/.gitignore new file mode 100644 index 00000000..e98a5c51 --- /dev/null +++ b/hwanyoung2/.gitignore @@ -0,0 +1,92 @@ +# ---> UnrealEngine +# Visual Studio 2015 user specific files +.vs/ + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib + + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.sln +*.suo +*.opensdf +*.sdf +*.VC.db +*.VC.opendb + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/*/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/*/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* + + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Mac-34EEC289FE4D9617CF67F4B263CA0A34/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Mac-3FEFDE13C040C6AB015942BCAAA94AC5/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Mac-8229A4D1044074E7E57688B9C8584F35/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Mac-8FF2349872403D15924AA7A9DDD88FA9/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Windows-1CB0ECA540B203164FBC5CB7E3D18513/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Windows-3CBF4142422E61BB391467A4D90E8A0A/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Windows-9E1B6C68493CF0477FFBEFB39A92819A/CrashReportClient.ini + +hwanyoung2/Saved/Config/CrashReportClient/UECC-Windows-D69725EC4A973970CFFC03B9FDD5D423/CrashReportClient.ini diff --git a/hwanyoung2/.vsconfig b/hwanyoung2/.vsconfig new file mode 100644 index 00000000..b9be5257 --- /dev/null +++ b/hwanyoung2/.vsconfig @@ -0,0 +1,17 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.Net.Component.4.6.2.TargetingPack", + "Microsoft.VisualStudio.Component.VC.14.33.17.3.ARM64", + "Microsoft.VisualStudio.Component.VC.14.33.17.3.x86.x64", + "Microsoft.VisualStudio.Component.VC.Tools.ARM64", + "Microsoft.VisualStudio.Component.VC.Tools.x86.x64", + "Microsoft.VisualStudio.Component.Windows10SDK", + "Microsoft.VisualStudio.Workload.CoreEditor", + "Microsoft.VisualStudio.Workload.ManagedDesktop", + "Microsoft.VisualStudio.Workload.NativeCrossPlat", + "Microsoft.VisualStudio.Workload.NativeDesktop", + "Microsoft.VisualStudio.Workload.NativeGame", + "Microsoft.VisualStudio.Workload.Universal" + ] +} diff --git a/hwanyoung2/Config/DefaultEditor.ini b/hwanyoung2/Config/DefaultEditor.ini new file mode 100644 index 00000000..197e5275 --- /dev/null +++ b/hwanyoung2/Config/DefaultEditor.ini @@ -0,0 +1,11 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/hwanyoung2/Config/DefaultEditorPerProjectUserSettings.ini b/hwanyoung2/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 00000000..4dcc5265 --- /dev/null +++ b/hwanyoung2/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP \ No newline at end of file diff --git a/hwanyoung2/Config/DefaultEngine.ini b/hwanyoung2/Config/DefaultEngine.ini new file mode 100644 index 00000000..0307a108 --- /dev/null +++ b/hwanyoung2/Config/DefaultEngine.ini @@ -0,0 +1,259 @@ +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap +EditorStartupMap=/Game/Hwanyoung/Levels/Spring-Sharon.Spring-Sharon +GlobalDefaultGameMode="/Script/hwanyoung2.hwanyoung2GameMode" + +[/Script/Engine.RendererSettings] +r.Mobile.ShadingPath=0 +r.Mobile.SupportGPUScene=False +r.Mobile.AntiAliasing=0 +r.Mobile.FloatPrecisionMode=0 +r.Mobile.AllowDitheredLODTransition=False +r.Mobile.VirtualTextures=False +r.DiscardUnusedQuality=True +r.Shaders.CompressionFormat=2 +r.AllowOcclusionQueries=True +r.MinScreenRadiusForLights=0.030000 +r.MinScreenRadiusForDepthPrepass=0.030000 +r.MinScreenRadiusForCSMDepth=0.010000 +r.PrecomputedVisibilityWarning=False +r.TextureStreaming=True +Compat.UseDXT5NormalMaps=False +r.VirtualTextures=False +r.VT.EnableAutoImport=True +r.VirtualTexturedLightmaps=False +r.VT.AnisotropicFiltering=False +bEnableVirtualTextureOpacityMask=False +r.VT.TileSize=128 +r.VT.TileBorderSize=4 +r.vt.FeedbackFactor=16 +WorkingColorSpaceChoice=sRGB +RedChromaticityCoordinate=(X=0.640000,Y=0.330000) +GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) +BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) +WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) +r.ClearCoatNormal=False +r.DynamicGlobalIlluminationMethod=0 +r.ReflectionMethod=2 +r.ReflectionCaptureResolution=128 +r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True +r.Lumen.HardwareRayTracing=False +r.Lumen.HardwareRayTracing.LightingMode=0 +r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False +r.Lumen.TraceMeshSDFs=0 +r.Shadow.Virtual.Enable=1 +r.RayTracing=False +r.RayTracing.Shadows=False +r.RayTracing.Skylight=False +r.RayTracing.UseTextureLod=False +r.PathTracing=True +r.GenerateMeshDistanceFields=True +r.DistanceFields.DefaultVoxelDensity=0.200000 +r.Nanite.ProjectEnabled=True +r.AllowStaticLighting=True +r.NormalMapsForStaticLighting=False +r.ForwardShading=False +r.VertexFoggingForOpaque=True +r.SeparateTranslucency=True +r.TranslucentSortPolicy=0 +TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) +vr.VRS.HMDFixedFoveationLevel=0 +vr.VRS.HMDFixedFoveationDynamic=False +r.CustomDepth=1 +r.CustomDepthTemporalAAJitter=True +r.PostProcessing.PropagateAlpha=0 +r.DefaultFeature.Bloom=True +r.DefaultFeature.AmbientOcclusion=True +r.DefaultFeature.AmbientOcclusionStaticFraction=True +r.DefaultFeature.AutoExposure=False +r.DefaultFeature.AutoExposure.Method=0 +r.DefaultFeature.AutoExposure.Bias=1.000000 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.MotionBlur=False +r.DefaultFeature.LensFlare=False +r.TemporalAA.Upsampling=True +r.AntiAliasingMethod=4 +r.MSAACount=4 +r.DefaultFeature.LightUnits=1 +r.DefaultBackBufferPixelFormat=4 +r.Shadow.UnbuiltPreviewInGame=True +r.StencilForLODDither=False +r.EarlyZPass=2 +r.EarlyZPassOnlyMaterialMasking=True +r.Shadow.CSMCaching=False +r.DBuffer=True +r.ClearSceneMethod=1 +r.VelocityOutputPass=1 +r.Velocity.EnableVertexDeformation=2 +r.SelectiveBasePassOutputs=False +bDefaultParticleCutouts=False +fx.GPUSimulationTextureSizeX=1024 +fx.GPUSimulationTextureSizeY=1024 +r.AllowGlobalClipPlane=False +r.GBufferFormat=1 +r.MorphTarget.Mode=True +r.GPUCrashDebugging=False +vr.InstancedStereo=False +r.MobileHDR=True +vr.MobileMultiView=False +r.Mobile.UseHWsRGBEncoding=False +vr.RoundRobinOcclusion=False +r.MeshStreaming=False +r.HeterogeneousVolumes=False +r.WireframeCullThreshold=5.000000 +r.SupportStationarySkylight=True +r.SupportLowQualityLightmaps=True +r.SupportPointLightWholeSceneShadows=True +r.SupportSkyAtmosphere=True +r.SupportSkyAtmosphereAffectsHeightFog=True +r.SupportCloudShadowOnForwardLitTranslucent=False +r.Shadow.TranslucentPerObject.ProjectEnabled=False +r.Water.SingleLayerWater.SupportCloudShadow=False +r.Strata=False +r.Strata.BytesPerPixel=80 +r.Strata.OpaqueMaterialRoughRefraction=False +r.Strata.Debug.AdvancedVisualizationShaders=False +r.Material.RoughDiffuse=False +r.Material.EnergyConservation=False +r.OIT.SortedPixels=False +r.SkinCache.CompileShaders=False +r.SkinCache.SkipCompilingGPUSkinVF=False +r.SkinCache.DefaultBehavior=1 +r.SkinCache.SceneMemoryLimitInMB=128.000000 +r.Mobile.EnableStaticAndCSMShadowReceivers=True +r.Mobile.EnableMovableLightCSMShaderCulling=True +r.Mobile.Forward.EnableLocalLights=True +r.Mobile.Forward.EnableClusteredReflections=False +r.Mobile.EnableNoPrecomputedLightingCSMShader=True +r.Mobile.AllowDistanceFieldShadows=True +r.Mobile.AllowMovableDirectionalLights=True +r.Mobile.EnableMovableSpotlightsShadow=False +r.GPUSkin.Support16BitBoneIndex=False +r.GPUSkin.Limit2BoneInfluences=False +r.SupportDepthOnlyIndexBuffers=True +r.SupportReversedIndexBuffers=True +r.Mobile.AmbientOcclusion=False +r.GPUSkin.UnlimitedBoneInfluences=False +r.GPUSkin.UnlimitedBoneInfluencesThreshold=8 +MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) +r.Mobile.PlanarReflectionMode=0 +r.Mobile.SupportsGen4TAA=True +bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) +bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) +VisualizeCalibrationColorMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor +VisualizeCalibrationCustomMaterialPath=None +VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Scalable +AppliedDefaultGraphicsPerformance=Scalable + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/hwanyoung2") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/hwanyoung2") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="hwanyoung2GameMode") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="hwanyoung2Character") + + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=939E162047B3BFA6A999C098C50E5570 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/hwanyoung2/Config/DefaultGame.ini b/hwanyoung2/Config/DefaultGame.ini new file mode 100644 index 00000000..ccd57db2 --- /dev/null +++ b/hwanyoung2/Config/DefaultGame.ini @@ -0,0 +1,110 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=9FEBD72148EDD16FA2BB9BBD139D39AE +ProjectName=Third Person Game Template + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Development +BuildTarget= +LaunchOnTarget= +StagingDirectory=(Path="") +FullRebuild=False +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bUseIoStore=True +bUseZenStore=False +bMakeBinaryConfig=False +bGenerateChunks=False +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +WriteBackMetadataToAssetRegistry=Disabled +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=5 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=English +-CulturesToStage=en ++CulturesToStage=en +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=False +bSkipEditorContent=False +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=HordeStorageServers +-IniSectionDenylist=StorageServers ++IniSectionDenylist=HordeStorageServers ++IniSectionDenylist=StorageServers ++DirectoriesToAlwaysCook=(Path="/Interchange/Functions") ++DirectoriesToAlwaysCook=(Path="/Interchange/gltf") ++DirectoriesToAlwaysCook=(Path="/Interchange/Materials") ++DirectoriesToAlwaysCook=(Path="/Interchange/Pipelines") ++DirectoriesToAlwaysCook=(Path="/Interchange/Utilities") ++DirectoriesToAlwaysCook=(Path="/Game/FMOD/Banks") ++DirectoriesToAlwaysCook=(Path="/Game/FMOD/Buses") ++DirectoriesToAlwaysCook=(Path="/Game/FMOD/Events") ++DirectoriesToAlwaysCook=(Path="/Game/FMOD/Reverbs") ++DirectoriesToAlwaysCook=(Path="/Game/FMOD/Snapshots") ++DirectoriesToAlwaysCook=(Path="/Game/FMOD/VCAs") ++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop") +PerPlatformBuildConfig=() +PerPlatformTargetFlavorName=() +PerPlatformBuildTarget=() + diff --git a/hwanyoung2/Config/DefaultGameplayTags.ini b/hwanyoung2/Config/DefaultGameplayTags.ini new file mode 100644 index 00000000..62c03173 --- /dev/null +++ b/hwanyoung2/Config/DefaultGameplayTags.ini @@ -0,0 +1,17 @@ +[/Script/GameplayTags.GameplayTagsSettings] +ImportTagsFromConfig=True +WarnOnInvalidTags=True +ClearInvalidTags=False +AllowEditorTagUnloading=True +AllowGameTagUnloading=False +FastReplication=False +InvalidTagCharacters="\"\'," +NumBitsForContainerSize=6 +NetIndexFirstBitSegment=16 ++GameplayTagList=(Tag="Ability",DevComment="Parent Gameplay Tag that represents an Ability") ++GameplayTagList=(Tag="Ability.NotCanceledByStun",DevComment="A selection of abilities that are not cancelled by stunned state") ++GameplayTagList=(Tag="Character.Player",DevComment="Gameplay Tag specific to player characters, used for distinguishing gameplay effects") ++GameplayTagList=(Tag="State.Dead",DevComment="The character is dead.") ++GameplayTagList=(Tag="State.Debuff.Stun",DevComment="The character is stunned, so they cannot execute any abilities in this state.") ++GameplayTagList=(Tag="State.RemoveOnDeath",DevComment="The character is dead, thus any effect on the character is removed.") + diff --git a/hwanyoung2/Config/DefaultInput.ini b/hwanyoung2/Config/DefaultInput.ini new file mode 100644 index 00000000..58fc9cba --- /dev/null +++ b/hwanyoung2/Config/DefaultInput.ini @@ -0,0 +1,86 @@ + + +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/hwanyoung2/Content/.gitattributes b/hwanyoung2/Content/.gitattributes new file mode 100644 index 00000000..a5917308 --- /dev/null +++ b/hwanyoung2/Content/.gitattributes @@ -0,0 +1,2 @@ +*.uasset filter=lfs diff=lfs merge=lfs -text lockable +*.umap filter=lfs diff=lfs merge=lfs -text lockable diff --git a/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_C.uasset b/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_C.uasset new file mode 100644 index 00000000..2bc2d1cf --- /dev/null +++ b/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_C.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:99e8a19af8559693b968c79718703d5af2fd6f517e4c827e922dc670f55845d3 +size 104132 diff --git a/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_D.uasset b/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_D.uasset new file mode 100644 index 00000000..36888b6c --- /dev/null +++ b/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_D.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dbb8fbf3a26ad0b21bc7ee391fe123b24d722ad1c26e853ae0e08498b42e5090 +size 103942 diff --git a/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_L.uasset b/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_L.uasset new file mode 100644 index 00000000..b2ba8fd9 --- /dev/null +++ b/hwanyoung2/Content/ArcherAnimationSet/Animations/AimOffset/AS_Bow_Crouch_Aim_LookAt_L.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:07a423c48d9043f67d261a15d6ab08a4fbda35cc2a958c57af51467db92cc288 +size 104442 diff --git 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+ diff --git a/hwanyoung2/Content/Illusions/Metadata/EventFolder/{840a4408-d248-4537-bba5-0ca37b0211c8}.xml b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{840a4408-d248-4537-bba5-0ca37b0211c8}.xml new file mode 100644 index 00000000..cc82b8c6 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{840a4408-d248-4537-bba5-0ca37b0211c8}.xml @@ -0,0 +1,11 @@ + + + + + Sanin + + + {58f76323-7476-4fc2-9d75-933801901ec4} + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/EventFolder/{a43f3731-e8de-4701-b58a-59dfaa4f5473}.xml b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{a43f3731-e8de-4701-b58a-59dfaa4f5473}.xml new file mode 100644 index 00000000..6fb9541d --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{a43f3731-e8de-4701-b58a-59dfaa4f5473}.xml @@ -0,0 +1,8 @@ + + + + + Master + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/EventFolder/{a4e936df-4990-4158-8b8d-22216cbd6ae0}.xml b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{a4e936df-4990-4158-8b8d-22216cbd6ae0}.xml new file mode 100644 index 00000000..ac640955 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{a4e936df-4990-4158-8b8d-22216cbd6ae0}.xml @@ -0,0 +1,11 @@ + + + + + Buff Sword + + + {58f76323-7476-4fc2-9d75-933801901ec4} + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/EventFolder/{c17b2701-f854-4202-9c96-2d97e0c77c26}.xml b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{c17b2701-f854-4202-9c96-2d97e0c77c26}.xml new file mode 100644 index 00000000..958a24e7 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{c17b2701-f854-4202-9c96-2d97e0c77c26}.xml @@ -0,0 +1,11 @@ + + + + + Music + + + {a43f3731-e8de-4701-b58a-59dfaa4f5473} + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/EventFolder/{edd2a6c2-ac8e-4e58-9518-64c404c730dd}.xml b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{edd2a6c2-ac8e-4e58-9518-64c404c730dd}.xml new file mode 100644 index 00000000..7abd4499 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/EventFolder/{edd2a6c2-ac8e-4e58-9518-64c404c730dd}.xml @@ -0,0 +1,11 @@ + + + + + SFX + + + {a43f3731-e8de-4701-b58a-59dfaa4f5473} + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Group/{53d4d5ca-8a6b-4ade-ac13-f77f272da70c}.xml b/hwanyoung2/Content/Illusions/Metadata/Group/{53d4d5ca-8a6b-4ade-ac13-f77f272da70c}.xml new file mode 100644 index 00000000..f4472334 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Group/{53d4d5ca-8a6b-4ade-ac13-f77f272da70c}.xml @@ -0,0 +1,24 @@ + + + + + Ambience + + + {58918826-40a2-41a4-b684-dd40c9177f5a} + + + {4060fa79-83e2-402d-8999-13b695b9ae48} + + + {ac0156d5-fdee-4b48-ac6c-2bffcb52ba19} + + + + + {eb900779-96df-45ac-8750-985edfd667e3} + + + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Group/{86651896-a397-4a9f-b733-19d25b0f4f74}.xml b/hwanyoung2/Content/Illusions/Metadata/Group/{86651896-a397-4a9f-b733-19d25b0f4f74}.xml new file mode 100644 index 00000000..c7239767 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Group/{86651896-a397-4a9f-b733-19d25b0f4f74}.xml @@ -0,0 +1,79 @@ + + + + + Music + + + {5047e16c-3530-4d51-aa51-e502772af489} + + + {d9e41cc8-d553-4fd9-b0c2-6bb3191e8af5} + + + {e37097c6-86bb-45e1-870c-0f4c64f14fe7} + + + {d7235d8a-e7e3-43ac-a282-546d105c15bd} + + + {ac0156d5-fdee-4b48-ac6c-2bffcb52ba19} + + + + + volume + + + {bd152394-7942-4a68-8b92-6b24d23baf86} + + + + + volume + + + -80 + + + -80 + + + + + {75d1f8a9-c627-47ba-affc-ef830304606b} + {449f6347-2391-452c-9754-32bbe32ae572} + + + + + + {414ea5fb-77df-4641-bacd-cb91b7662213} + + + {e4d7a5b6-e767-4c77-a678-326bcf6f8c2b} + {b56f9f74-ab39-4fa3-a5c2-df2d3aa95a8f} + + + + + + + 0.95000000000000007 + + + 0 + + + + + 0.0070621468926553663 + + + -60 + + + -0.636023164 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Group/{93fb17f3-d0a1-44d7-b7e3-9f060d84622a}.xml b/hwanyoung2/Content/Illusions/Metadata/Group/{93fb17f3-d0a1-44d7-b7e3-9f060d84622a}.xml new file mode 100644 index 00000000..3ac413c3 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Group/{93fb17f3-d0a1-44d7-b7e3-9f060d84622a}.xml @@ -0,0 +1,63 @@ + + + + + SFX + + + {20957e42-7fe1-49fa-93ab-6f91e22c7fc4} + + + {dcd81ba3-4dec-4c06-85a0-6817dc37ddff} + + + {d68161e0-aeb4-415d-bf3b-87063c3206cc} + + + {ac0156d5-fdee-4b48-ac6c-2bffcb52ba19} + + + + + volume + + + {7e9214f5-ae45-4a0a-9395-b376e9083a66} + + + + + {73d55db3-5444-4e4a-b3cd-e750165bb0b0} + + + + + + {48744f48-f347-45e0-b0f5-fe2a82908967} + + + {cad9e5e1-914c-4637-b319-0386e0bf528d} + {bf3a7e54-5bb7-4c07-ab89-9a23863ec14f} + + + + + + 0 + + + -80 + + + -0.499387503 + + + + + 1 + + + 0 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Group/{a326ce92-cdbf-4300-9a82-3cb555767be9}.xml b/hwanyoung2/Content/Illusions/Metadata/Group/{a326ce92-cdbf-4300-9a82-3cb555767be9}.xml new file mode 100644 index 00000000..c367ead9 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Group/{a326ce92-cdbf-4300-9a82-3cb555767be9}.xml @@ -0,0 +1,24 @@ + + + + + Combat + + + {08fa7a72-4f74-4865-8c23-1488cb7caf17} + + + {f7f1eb31-5fe1-4a6c-9f4f-129330499484} + + + {86651896-a397-4a9f-b733-19d25b0f4f74} + + + + + {27a897ab-d0cb-47df-adf8-8525932298c8} + + + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Group/{b652127b-31f3-4ae6-b245-1a19a8f778fb}.xml b/hwanyoung2/Content/Illusions/Metadata/Group/{b652127b-31f3-4ae6-b245-1a19a8f778fb}.xml new file mode 100644 index 00000000..fa3e8cb2 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Group/{b652127b-31f3-4ae6-b245-1a19a8f778fb}.xml @@ -0,0 +1,63 @@ + + + + + SFX Combat + + + {c886fbd8-f4b4-4592-9570-bc591f2a6171} + + + {79d104d9-fbd7-4501-a094-c4d8473ff41d} + + + {8612610f-90f0-4c4d-a546-e092b1ccfbf7} + + + {ac0156d5-fdee-4b48-ac6c-2bffcb52ba19} + + + + + volume + + + {980d1663-951a-45ba-a4f0-0ff37bd4ff8c} + + + + + {88020000-4e31-417a-b767-744b3faa8364} + + + + + + {48744f48-f347-45e0-b0f5-fe2a82908967} + + + {727977cf-0c0a-432a-90df-8c3143b71b58} + {79318bfc-f476-4d10-ac19-00b13810f136} + + + + + + 0.0014124293785310734 + + + -80 + + + -0.63271004 + + + + + 1 + + + 0 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Group/{d592b5a2-192b-4e16-8eab-627cc65b086d}.xml b/hwanyoung2/Content/Illusions/Metadata/Group/{d592b5a2-192b-4e16-8eab-627cc65b086d}.xml new file mode 100644 index 00000000..51a2c077 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Group/{d592b5a2-192b-4e16-8eab-627cc65b086d}.xml @@ -0,0 +1,24 @@ + + + + + Overworld + + + {9ee79e58-2cfe-43c2-9c4c-7813f9d69000} + + + {c3dce3ad-a672-43d5-bdfb-231b7a0a8238} + + + {86651896-a397-4a9f-b733-19d25b0f4f74} + + + + + {4234b8df-6de8-4cff-bcd4-d86aab774501} + + + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Master.xml b/hwanyoung2/Content/Illusions/Metadata/Master.xml new file mode 100644 index 00000000..4bf157e4 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Master.xml @@ -0,0 +1,67 @@ + + + + + Master Bus + + + {157bbb60-9360-4598-9eba-b7d0e52b7c9e} + + + {b75d56e5-bef7-41c6-8fad-f74ce38bf502} + + + {654372e8-5093-4a09-9a2e-fec48858f3e4} + + + {69156779-4c9f-4c75-933c-0886f67a1e32} + + + + + volume + + + {98a68b56-1849-4356-a06a-ff9d41063582} + + + + + {58c86f3d-906f-4c1c-82c6-d1a8eef8c3e9} + + + + + 2 + + + + + {e7184b4c-1ff9-459f-8add-f4f256efc13c} + + + {3286984f-46b8-4e27-8c25-ae90a51f692f} + {67334594-9756-41d8-9519-85d9e7fa5739} + + + + + + 0 + + + -80 + + + -0.585169137 + + + + + 1 + + + -1 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Mixer.xml b/hwanyoung2/Content/Illusions/Metadata/Mixer.xml new file mode 100644 index 00000000..9953e6be --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Mixer.xml @@ -0,0 +1,11 @@ + + + + + {ac0156d5-fdee-4b48-ac6c-2bffcb52ba19} + + + {b50159a7-8ba7-4499-a92a-145a6421ce1d} + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{04805e1a-46af-4e59-8f30-61c185704a6b}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{04805e1a-46af-4e59-8f30-61c185704a6b}.xml new file mode 100644 index 00000000..e4eb6520 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{04805e1a-46af-4e59-8f30-61c185704a6b}.xml @@ -0,0 +1,39 @@ + + + + + Combat General + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {6bfb6829-c11f-487d-86dc-6fd4483ca585} + + + + + 2 + + + 6 + + + Value A + CombatStart + Invest + Seen + Combat + End + + + true + + + 1 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{19a692fd-c93c-469f-9c4f-be8de3f421b3}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{19a692fd-c93c-469f-9c4f-be8de3f421b3}.xml new file mode 100644 index 00000000..cfec2f79 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{19a692fd-c93c-469f-9c4f-be8de3f421b3}.xml @@ -0,0 +1,35 @@ + + + + + Release + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {d0fdbb4e-a1fe-4465-a50b-0b0c03d0958e} + + + + + 2 + + + 2 + + + Value A + Value B + + + true + + + 0 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{3478e07a-a821-4e84-bae8-33d08271914e}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{3478e07a-a821-4e84-bae8-33d08271914e}.xml new file mode 100644 index 00000000..f7626365 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{3478e07a-a821-4e84-bae8-33d08271914e}.xml @@ -0,0 +1,36 @@ + + + + + Controller Transitions + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {44359f5c-f1b6-4099-bb13-23652c422183} + + + + + 2 + + + 3 + + + Overworld + Battle + Value C + + + true + + + 0 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{44a9c0ce-ce50-465f-8774-2a97a178d5e5}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{44a9c0ce-ce50-465f-8774-2a97a178d5e5}.xml new file mode 100644 index 00000000..574bbe24 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{44a9c0ce-ce50-465f-8774-2a97a178d5e5}.xml @@ -0,0 +1,22 @@ + + + + + Camp_Shop + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {3dd03d4c-ef23-4d03-a152-62b3a06b6509} + + + + + 0 + + + 0.62999999523162842 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4a57376c-93f2-4221-8239-f5e1edb10f90}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4a57376c-93f2-4221-8239-f5e1edb10f90}.xml new file mode 100644 index 00000000..8337d32e --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4a57376c-93f2-4221-8239-f5e1edb10f90}.xml @@ -0,0 +1,25 @@ + + + + + MasterVolume + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {e7184b4c-1ff9-459f-8add-f4f256efc13c} + + + + + true + + + 1 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4ccf98a7-b0d4-4b3d-9045-9d227947ccc2}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4ccf98a7-b0d4-4b3d-9045-9d227947ccc2}.xml new file mode 100644 index 00000000..9b887ed7 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4ccf98a7-b0d4-4b3d-9045-9d227947ccc2}.xml @@ -0,0 +1,19 @@ + + + + + Music transitions + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {c64e33ea-feb5-4063-9326-a0044c8182f6} + + + + + 0 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4f5651fe-0cbe-4971-bddd-6acbdebc0e94}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4f5651fe-0cbe-4971-bddd-6acbdebc0e94}.xml new file mode 100644 index 00000000..a03fdb4d --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{4f5651fe-0cbe-4971-bddd-6acbdebc0e94}.xml @@ -0,0 +1,25 @@ + + + + + MusicVolume + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {414ea5fb-77df-4641-bacd-cb91b7662213} + + + + + true + + + 1 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{68f991a0-cd03-4258-9004-e13a216f7d1c}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{68f991a0-cd03-4258-9004-e13a216f7d1c}.xml new file mode 100644 index 00000000..bdeeb6b0 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{68f991a0-cd03-4258-9004-e13a216f7d1c}.xml @@ -0,0 +1,25 @@ + + + + + SFXVolume + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {48744f48-f347-45e0-b0f5-fe2a82908967} + + + + + true + + + 1 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{83c52070-7030-4ff5-a320-fc528ba4c2ca}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{83c52070-7030-4ff5-a320-fc528ba4c2ca}.xml new file mode 100644 index 00000000..abbf7189 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{83c52070-7030-4ff5-a320-fc528ba4c2ca}.xml @@ -0,0 +1,35 @@ + + + + + Menu + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {c54c20bd-4b3b-4923-b805-d9ac628748b8} + + + + + 2 + + + 2 + + + Open + Close + + + true + + + 0 + + + false + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{d9737e04-cf64-4905-a553-6f2c070ed7be}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{d9737e04-cf64-4905-a553-6f2c070ed7be}.xml new file mode 100644 index 00000000..ff12b44a --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPreset/{d9737e04-cf64-4905-a553-6f2c070ed7be}.xml @@ -0,0 +1,19 @@ + + + + + music volume + + + {18af223d-abd8-4074-9e25-0c1698cedc53} + + + {4b5529eb-301d-4656-817e-b9b4eca08072} + + + + + 0 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ParameterPresetFolder/{18af223d-abd8-4074-9e25-0c1698cedc53}.xml b/hwanyoung2/Content/Illusions/Metadata/ParameterPresetFolder/{18af223d-abd8-4074-9e25-0c1698cedc53}.xml new file mode 100644 index 00000000..22efa0a9 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ParameterPresetFolder/{18af223d-abd8-4074-9e25-0c1698cedc53}.xml @@ -0,0 +1,4 @@ + + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/Platform/{44345994-b449-453f-9198-e8f3accd1e71}.xml b/hwanyoung2/Content/Illusions/Metadata/Platform/{44345994-b449-453f-9198-e8f3accd1e71}.xml new file mode 100644 index 00000000..968bc151 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/Platform/{44345994-b449-453f-9198-e8f3accd1e71}.xml @@ -0,0 +1,17 @@ + + + + + 0 + + + Desktop + + + Desktop + + + 5 + + + diff --git a/hwanyoung2/Content/Illusions/Metadata/ProfilerFolder/{5688ced9-196a-4f38-ac60-89dba003a6bf}.xml b/hwanyoung2/Content/Illusions/Metadata/ProfilerFolder/{5688ced9-196a-4f38-ac60-89dba003a6bf}.xml new file mode 100644 index 00000000..57bb9279 --- /dev/null +++ b/hwanyoung2/Content/Illusions/Metadata/ProfilerFolder/{5688ced9-196a-4f38-ac60-89dba003a6bf}.xml @@ -0,0 +1,4 @@ + + + + diff --git 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+bBuildForDevice=True +bUseNameForLogo=True +bBuildForRetailWindowsStore=False +bAutoIncrementVersion=False +bShouldCreateAppInstaller=False +AppInstallerInstallationURL= +HoursBetweenUpdateChecks=0 +bEnablePIXProfiling=False +TileBackgroundColor=(B=64,G=0,R=0,A=255) +SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255) ++PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=()) +TargetDeviceFamily=Windows.Holographic +MinimumPlatformVersion= +MaximumPlatformVersionTested=10.0.18362.0 +MaxTrianglesPerCubicMeter=500.000000 +SpatialMeshingVolumeSize=20.000000 +CompilerVersion=Default +Windows10SDKVersion=10.0.18362.0 ++CapabilityList=internetClientServer ++CapabilityList=privateNetworkClientServer ++Uap2CapabilityList=spatialPerception +bSetDefaultCapabilities=False +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 + diff --git a/hwanyoung2/Plugins/FMODStudio/Content/AnimNotify_FMODPlayEvent.uasset b/hwanyoung2/Plugins/FMODStudio/Content/AnimNotify_FMODPlayEvent.uasset new file mode 100644 index 00000000..809f044e --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Content/AnimNotify_FMODPlayEvent.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7552ccaf321e0365f26817726eac2e34aa7c850f8deb5345cfdbd4447d8e51c7 +size 71975 diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-afmodambientsound.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-afmodambientsound.html new file mode 100644 index 00000000..3d223d6c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-afmodambientsound.html @@ -0,0 +1,48 @@ + + +API Reference | AFMODAmbientSound + + + + +
+ +
+

6. API Reference | AFMODAmbientSound

+

This class inherits from AActor

+

Properties:

+ +

AFMODAmbientSound::AudioComponent

+

FMODAudioComponent used to play the ambient Event.

+

+

+
C++
+
+

+
UFMODAudioComponent *AudioComponent;
+
+ +

See Also: UFMODAudioComponent

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-common.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-common.html new file mode 100644 index 00000000..3fa1517b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-common.html @@ -0,0 +1,394 @@ + + +API Reference | Common + + + + +
+ +
+

6. API Reference | Common

+

Types:

+
    +
  • FFMODAttenuationDetails Override the attenuation values from FMOD Studio.
  • +
  • EFMODEventProperty These definitions describe built-in event properties.
  • +
  • EFMODSystemContext Which FMOD Studio system to use.
  • +
  • FFMODOcclusionDetails Occlusion details.
  • +
  • FMOD_VECTOR_SCALE_DEFAULT This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.
  • +
+

Methods:

+ +

FFMODAttenuationDetails

+

Override the attenuation values from FMOD Studio.

+

+

+
C++
+
+

+
struct FFMODAttenuationDetails
+{
+    uint32 bOverrideAttenuation;
+    float MinimumDistance;
+    float MaximumDistance;
+};
+
+ +
+
bOverrideAttenuation
+
Should we use attenuation set in Studio or be able to modify in Editor.
+
MinimumDistance
+
Override the event's 3D minimum distance.
+
MaximumDistance
+
Override the event's 3D maximum distance.
+
+

EFMODEventProperty

+

These definitions describe built-in event properties.

+

+

+
C++
+
+

+
enum Type
+{
+    ChannelPriority,
+    ScheduleDelay,
+    ScheduleLookahead,
+    MinimumDistance,
+    MaximumDistance,
+    Count
+};
+
+ +
+
ChannelPriority
+
+

Priority to set on low-level channels created by this event instance.

+
    +
  • Range: [-1, 256]
  • +
  • Default: -1
  • +
+
+
ScheduleDelay
+
+

Schedule delay to synchronized playback for multiple tracks in DSP clocks, or -1 for default.

+
    +
  • Range: -1, [0, inf]
  • +
  • Default: -1
  • +
+
+
ScheduleLookahead
+
+

Schedule look-ahead on the timeline in DSP clocks, or -1 for default.

+
    +
  • Range: -1, [0, inf]
  • +
  • Default: -1
  • +
+
+
MinimumDistance
+
+

Override the event's 3D minimum distance, or -1 for default.

+
    +
  • Range: -1, [0, inf]
  • +
  • Default: -1
  • +
+
+
MaximumDistance
+
+

Override the event's 3D maximum distance, or -1 for default.

+
    +
  • Range: -1, [0, inf]
  • +
  • Default: -1
  • +
+
+
Count
+
Number of options.
+
+

EFMODSystemContext

+

Which FMOD Studio system to use.

+

+

+
C++
+
+

+
enum Type
+{
+    Auditioning,
+    Runtime,
+    Editor,
+    Max
+};
+
+ +
+
Auditioning
+
For use auditioning sounds within the editor.
+
Runtime
+
For use in PIE and in-game.
+
Editor
+
For use when playing events in an editor world (e.g. previewing a level sequence).
+
Max
+
Upper bound of types.
+
+

FFMODOcclusionDetails

+

Occlusion details.

+

+

+
C++
+
+

+
struct FFMODOcclusionDetails
+{
+    bool bEnableOcclusion;
+    TEnumAsByte<enum ECollisionChannel> OcclusionTraceChannel;
+    bool bUseComplexCollisionForOcclusion;
+}
+
+ +
+
bEnableOcclusion
+
Enable occlusion settings.
+
OcclusionTraceChannel
+
Which trace channel to use for audio occlusion checks.
+
bUseComplexCollisionForOcclusion
+
Whether or not to enable complex geometry occlusion checks.
+
+

FMOD_VECTOR_SCALE_DEFAULT

+

This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.

+

+

+
C++
+
+

+
#define FMOD_VECTOR_SCALE_DEFAULT 0.01f
+
+ +

FMODUtils::LogError

+

Helper function to debug FMOD function calls.

+

+

+
C++
+
+

+
void LogError(
+    FMOD_RESULT result,
+    const char *function
+);
+
+ +
+
result
+
Result of an FMOD function call.
+
function
+
The function that is being checked.
+
+

FMODUtils::Assign

+

Helper function to convert from UE world axis to FMOD axis.

+

+

+
C++
+
+

+
void Assign(
+    FMOD_VECTOR &Dest
+    const FVector &Src
+);
+void Assign(
+    FMOD_3D_ATTRIBUTES &Dest,
+    const FTransform &Src
+);
+
+ +
+
Dest
+
Returned FMOD vector.
+
Src
+
Unreal vector to be converted.
+
+

FMODUtils::ConvertWorldVector

+

Helper function to convert from UE world vector to FMOD vector.

+

+

+
C++
+
+

+
FMOD_VECTOR ConvertWorldVector(
+    const FVector &Src
+);
+
+ +
+
Src
+
Source vector to be converted.
+
+

FMODUtils::ConvertUnitVector

+

Helper function for converting unit vector to be used by FMOD.

+

+

+
C++
+
+

+
FMOD_VECTOR ConvertUnitVector(
+    const FVector &Src
+);
+
+ +
+
Src
+
Unit vector to be converted.
+
+

FMODUtils::DistanceToUEScale

+

Helper function to convert from FMOD distance to UE scale.

+

+

+
C++
+
+

+
float DistanceToUEScale(
+    float FMODDistance
+);
+
+ +
+
FMODDistance
+
Distance in FMOD scale.
+
+

FMODUtils::IsWorldAudible

+

Helper function to know if an object is audible in the world.

+

+

+
C++
+
+

+
bool IsWorldAudible(
+    UWorld *World,
+    bool AllowInEditor
+);
+
+ +
+
World
+
A pointer to the current world.
+
AllowInEditor
+
Whether editor world objects should be considered audible when determining audibility.
+
+

FMODUtils::ConvertGuid

+

Helper function to convert from UE GUID to FMOD Studio ID.

+

+

+
C++
+
+

+
FMOD::Studio::ID ConvertGuid(
+    const FGuid &UnrealGuid
+);
+
+ +
+
UnrealGuid
+
The GUID to be converted.
+
+

FMODUtils::GetID

+

Helper function to get UE GUID from an FMOD instanced object.

+

+

+
C++
+
+

+
FGuid GetID(
+    StudioType *Instance
+);
+
+ +
+
Instance
+
An instance of an FMOD object.
+
+

FMODUtils::GetPath

+

Helper function to get the path of an event.

+

+

+
C++
+
+

+
FString GetPath(
+    StudioType *Instance
+);
+
+ +
+
Instance
+
An instance of an FMOD object.
+
+

FMODUtils::LookupNameFromGuid

+

Helper function to return the name of an event using its Guid.

+

+

+
C++
+
+

+
FString LookupNameFromGuid(
+    FMOD::Studio::System *StudioSystem,
+    const FGuid &Guid
+);
+FString LookupNameFromGuid(
+    FMOD::Studio::System *StudioSystem,
+    const FMOD::Studio::ID &Guid
+);
+
+ +
+
studioSystem
+
Current FMOD Studio System.
+
Guid
+
GUID to retrieve the name of.
+
+

FMODUtils::ParameterTypeToString

+

Helper function to return the FMOD Studio Parameter as a string.

+

+

+
C++
+
+

+
FString ParameterTypeToString(
+    FMOD_STUDIO_PARAMETER_TYPE Type
+);
+
+ +
+
Type
+
Helper function to return a parameter type as a string.
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html new file mode 100644 index 00000000..1293606c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html @@ -0,0 +1,366 @@ + + +API Reference | IFMODStudioModule + + + + +
+ +
+

6. API Reference | IFMODStudioModule

+

This class inherits from IModuleInterface.

+

Methods:

+ +

IFMODStudioModule::AddRequiredPlugin

+

Register a plugin that is required.

+
void AddRequiredPlugin(
+    const FString &Plugin
+);
+
+ +
+
Plugin
+
The plugin to be registered.
+
+

IFMODStudioModule::AreBanksLoaded

+

This returns true if the plugin has loaded all required banks on startup. Depending if bLoadAllBanks is checked, this could be all banks or just the Master and Strings Bank.

+
bool AreBanksLoaded();
+
+ +

IFMODStudioModule::CreateAuditioningInstance

+

Create a single auditioning instance using the auditioning system.

+
FMOD::Studio::EventInstance *CreateAuditioningInstance(
+    const UFMODEvent *Event
+);
+
+ +
+
Event
+
The event to audition.
+
+

IFMODStudioModule::FindAssetByName

+

Look up an asset given its name.

+
UFMODAsset *FindAssetByName(
+    const FString &Name
+);
+
+ +
+
Name
+
The asset name.
+
+

IFMODStudioModule::FindEventByName

+

Look up an event given its name.

+
UFMODEvent *FindEventByName(
+    const FString &Name
+);
+
+ +
+
Name
+
The name of the event.
+
+

IFMODStudioModule::FinishSetListenerPosition

+

Used to update the listener positions.

+
void FinishSetListenerPosition(
+    int NumListeners
+);
+
+ +
+
NumListeners
+
The number of listeners to change the positions of.
+
+

IFMODStudioModule::Get

+

Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.

+

+

+
C++
+
+

+
IFMODStudioModule &Get()
+
+ +
+
return
+
Returns singleton instance, loading the module on demand if needed.
+
+

IFMODStudioModule::GetAllBankPaths

+

Get the disk paths for all Banks.

+
void GetAllBankPaths(
+    TArray<FString> &Paths,
+    bool IncludeMasterBank
+);
+
+ +
+
Paths
+
An array of strings for the paths to be assigned to.
+
IncludeMasterBank
+
Should the Master Bank path be included.
+
+

IFMODStudioModule::GetBankPath

+

Get the disk path for a bank asset.

+
FString GetBankPath(
+    const UFMODBank &Bank
+);
+
+ +
+
Bank
+
The bank to retrieve the disk path for.
+
+

IFMODStudioModule::GetDefaultLocale

+

Get the current default locale.

+
FString GetDefaultLocale();
+
+ +

IFMODStudioModule::GetEventDescription

+

Get an event description. The system type can control which Studio system to use, or leave it as System_Max for it to choose automatically.

+
FMOD::Studio::EventDescription *GetEventDescription(
+    const UFMODEvent *Event,
+    FMODSystemContext::Type Context = EFMODSystemContext::Max
+);
+
+ +
+
Event
+
The event to retrieve the description of.
+
Context
+
System context to use.
+
+

See Also: EFMODSystemContext.

+

IFMODStudioModule::GetFailedBankLoads

+

Return a list of banks that failed to load due to an error.

+
TArray<FString> GetFailedBankLoads(
+    EFMODSystemContext::Type Context
+);
+
+ +
+
Context
+
System context to use.
+
+

See Also: EFMODSystemContext.

+

IFMODStudioModule::GetLocale

+

Get current locale.

+
FString GetLocale();
+
+ +

IFMODStudioModule::GetNearestListener

+

Return the audio settings for the listener nearest the given location.

+
const FFMODListener &GetNearestListener(
+    const FVector &Location
+);
+
+ +
+
Location
+
Unreal Vector position.
+
+

IFMODStudioModule::GetRequiredPlugins

+

Return a list of plugins that appear to be needed.

+
TArray<FString> GetRequiredPlugins();
+
+ +

IFMODStudioModule::GetStudioSystem

+

Get a pointer to the runtime studio system (only valid in-game or in PIE).

+
FMOD::Studio::System *GetStudioSystem(
+    EFMODSystemContext::Type Context
+);
+
+ +
+
Context
+
System context to use.
+
+

See Also: EFMODSystemContext.

+

IFMODStudioModule::HasListenerMoved

+

Return whether the listener(s) have moved.

+
bool HasListenerMoved();
+
+ +

IFMODStudioModule::IsAvailable

+

Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.

+
bool IsAvailable()
+
+ +
+
return
+
Returns true if the module is loaded and ready to use.
+
+

IFMODStudioModule::LoadEditorBanks

+

Load banks using the Editor System Context.

+
void LoadEditorBanks();
+
+ +

See Also: EFMODSystemContext.

+

IFMODStudioModule::LoadPlugin

+

Attempts to load a plugin by name.

+
bool LoadPlugin(
+    EFMODSystemContext::Type Context,
+    const TCHAR *ShortName
+);
+
+ +
+
Context
+
System context to use.
+
ShortName
+
Name of the plugin.
+
+

See Also: EFMODSystemContext.

+

IFMODStudioModule::LogError

+

Log an FMOD error.

+
void LogError(
+    int result,
+    const char *function
+);
+
+ +
+
result
+
Result of FMOD function call.
+
function
+
The name of the function.
+
+

IFMODStudioModule::PreEndPIE

+

A function called by FFMODStudioEditorModule as the PIE is ending so that the FMODStudioModule can clean up.

+
void PreEndPIE()
+
+ +

IFMODStudioModule::PreEndPIEEvent

+

Returns a delegate that gets triggered as the Play-In-Editor session is stopped but before the FMOD System is shutdown.

+
FSimpleMulticastDelegate &PreEndPIEEvent()
+
+ +

IFMODStudioModule::ReloadBanks

+

Called by the editor module when banks have been modified on disk.

+
void ReloadBanks();
+
+ +

IFMODStudioModule::SetInPIE

+

Called when we enter or leave PIE mode.

+
void SetInPIE(
+    bool bInPIE,
+    bool bSimulating
+);
+
+ +
+
bInPIE
+
Currently in PIE.
+
bSimulating
+
Currently simulating.
+
+

IFMODStudioModule::SetListenerPosition

+

Used to update a listener's position.

+
void SetListenerPosition(
+    int ListenerIndex,
+    UWorld *World,
+    FTransform &ListenerTransform,
+    float DeltaSeconds
+);
+
+ +
+
ListenerIndex
+
Which listener position to change.
+
World
+
The current map.
+
ListenerTransform
+
New transform of the listener.
+
DeltaSeconds
+
How many seconds it should take to get there.
+
+

IFMODStudioModule::SetLocale

+

Set active locale. Locale must be the locale name of one of the configured project locales.

+
bool SetLocale(
+    const FString& Locale
+);
+
+ +
+
Locale
+
The language to use.
+
+

IFMODStudioModule::SetSystemPaused

+

Set system paused.

+
void SetSystemPaused(
+    bool paused
+);
+
+ +
+
paused
+
Should the system be paused.
+
+

IFMODStudioModule::StopAuditioningInstance

+

Stop any auditioning instance.

+
void StopAuditioningInstance();
+
+ +

IFMODStudioModule::UnloadEditorBanks

+

Unload banks using the Editor System Context.

+
void UnloadEditorBanks();
+
+ +

See Also: EFMODSystemContext.

+

IFMODStudioModule::UseSound

+

Returns whether sound is enabled for the game.

+
bool UseSound();
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html new file mode 100644 index 00000000..976a857c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html @@ -0,0 +1,93 @@ + + +API Reference | UFMODAnimNotifyPlay + + + + +
+ +
+

6. API Reference | UFMODAnimNotifyPlay

+

Used for triggering Events in Animation timelines.

+

This class inherits from UAnimNotify

+

Properties:

+ +

Methods:

+ +

UFMODAnimNotifyPlay::AttachName

+

Socket or bone name to attach sound to.

+

+

+
C++
+
+

+
FString AttachName;
+
+ +

UFMODAnimNotifyPlay::bFollow

+

Should this sound follow its owner.

+

+

+
C++
+
+

+
unit32 bFollow : 1;
+
+ +

UFMODAnimNotifyPlay::Event

+

FMODEvent reference to play.

+

+

+
C++
+
+

+
TAssetPtr<class UFMODEvent> Event;
+
+ +

See Also: UFMODEvent

+

UFMODAnimNotifyPlay::Notify

+

Event triggered when the timeline crosses the notify marker.

+

+

+
C++
+
+

+
virtual void Notify(USkeletalMeshComponent *MeshComp, UAnimSequenceBase *AnimSeq) override
+
+ +
+
MeshComp
+
USceneComponent used for the position of the Event.
+
AnimSeq
+
Reference to the current animation.
+
+

If UFMODAnimNotifyPlay::bFollow is true Play Event Attached is called using the current UFMODAnimNotifyPlay::AttachName.
+Otherwise Play Event At Location is called using the MeshComp for the positional information.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html new file mode 100644 index 00000000..40f565ad --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html @@ -0,0 +1,47 @@ + + +API Reference | UFMODAsset + + + + +
+ +
+

6. API Reference | UFMODAsset

+

Base asset used for creating FMOD object assets in Unreal.

+

This class inherits from UObject

+

Properties:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html new file mode 100644 index 00000000..3371c3bc --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html @@ -0,0 +1,275 @@ + + +API Reference | UFMODAudioComponent + + + + +
+ +
+

6. API Reference | UFMODAudioComponent

+

This class inherits from USceneComponent

+

Properties:

+ +

Methods:

+ +

BlueprintCallable Methods:

+ +

UFMODAudioComponent::AttenuationDetails

+

FMOD Custom Attenuation Details.

+

+

+
C++
+
+

+
struct FFMODAttenuationDetails AttenuationDetails;
+
+ +

See Also: FFMODAttenuationDetails

+

UFMODAudioComponent::bApplyAmbientVolumes

+

Whether we apply gain and low-pass based on audio zones.

+

+

+
C++
+
+

+
uint32 bApplyAmbientVolumes : 1;
+
+ +

UFMODAudioComponent::bApplyOcclusionParameter

+

Whether we apply gain and low-pass based on occlusion onto a parameter.

+

+

+
C++
+
+

+
uint32 bApplyOcclusionParameter : 1;
+
+ +

UFMODAudioComponent::bAutoDestroy

+

Auto destroy this component on completion.

+

+

+
C++
+
+

+
uint32 bAutoDestroy : 1;
+
+ +

UFMODAudioComponent::bEnableTimelineCallbacks

+

Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.

+

+

+
C++
+
+

+
uint32 bEnableTimelineCallbacks : 1;
+
+ +

See Also: UFMODAudioComponent::OnTimelineMarker, UFMODAudioComponent::OnTimelineBeat

+

UFMODAudioComponent::bStopWhenOwnerDestroyed

+

Stop sound when owner is destroyed.

+

+

+
C++
+
+

+
uint32 bStopWhenOwnerDestroyed : 1;
+
+ +

UFMODAudioComponent::Event

+

The event asset to use for this sound.

+

+

+
C++
+
+

+
TAssetPtr<class UFMODEvent> Event;
+
+ +

See Also: UFMODEvent

+

UFMODAudioComponent_EventCallback

+

Generic callback used for the Studio Instance.

+

+

+
C++
+
+

+
FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(
+    FMOD_STUDIO_EVENT_CALLBACK_TYPE type,
+    FMOD_STUDIO_EVENTINSTANCE *event,
+    void *parameters
+);
+
+ +
+
type
+
The type of callback being triggered.
+
event
+
Reference to the Studio Instance.
+
parameters
+
Information about the callback.
+
+

This is called if the UFMODAudioComponent::bEnableTimelineCallbacks is true or UFMODAudioComponent::ProgrammerSoundName is not empty.

+

See Also: FMOD_STUDIO_EVENT_CALLBACK_TYPE

+

UFMODAudioComponent::OcclusionDetails

+

FMOD Custom Occlusion Details.

+

+

+
C++
+
+

+
struct FFMODOcclusionDetails OcclusionDetails;
+
+ +

See Also: FFMODOcclusionDetails

+

UFMODAudioComponent::OnEventStopped

+

Called when an event stops, either because it played to completion or because a Stop() call turned it off early.

+

+

+
C++
+
+

+
FOnEventStopped OnEventStopped;
+
+ +

UFMODAudioComponent::OnSoundStopped

+

Called when a sound stops.

+

+

+
C++
+
+

+
FOnSoundStopped OnSoundStopped;
+
+ +

UFMODAudioComponent::OnTimelineBeat

+

Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).

+

+

+
C++
+
+

+
FOnTimelineMarker OnTimelineBeat;
+
+ +

See Also: UFMODAudioComponent::bEnableTimelineCallbacks

+

UFMODAudioComponent::OnTimelineMarker

+

Called when we reach a named marker (if bEnableTimelineCallbacks is true).

+

+

+
C++
+
+

+
FOnTimelineMarker OnTimelineMarker;
+
+ +

See Also: UFMODAudioComponent::bEnableTimelineCallbacks

+

UFMODAudioComponent::ParameterCache

+

Cache of the current Events parameters.

+

+

+
C++
+
+

+
TMap<FName, float> ParameterCache;
+
+ +

UFMODAudioComponent::ProgrammerSoundName

+

Sound name used for programmer sound.

+

+

+
C++
+
+

+
FString ProgrammerSoundName;
+
+ +

The integration will look up the name in any loaded audio table.

+

UFMODAudioComponent::SetProgrammerSound

+

Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.

+

+

+
C++
+
+

+
void SetProgrammerSound(
+  FMOD::Sound *Sound
+);
+
+ +
+
Sound
+
User created sound to use.
+
+

See Also: FMOD::Sound

+

UFMODAudioComponent::StudioInstance

+

Actual Studio instance handle.

+

+

+
C++
+
+

+
FMOD::Studio::EventInstance *StudioInstance;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html new file mode 100644 index 00000000..3849cb68 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html @@ -0,0 +1,46 @@ + + +API Reference | UFMODBank + + + + +
+ +
+

6. API Reference | UFMODBank

+

This class inherits from UFMODAsset.

+

Properties:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html new file mode 100644 index 00000000..723b3e05 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html @@ -0,0 +1,75 @@ + + +API Reference | UFMODBlueprintStatics + + + + +
+ +
+

6. API Reference | UFMODBlueprintStatics

+

This class inherits from UBlueprintFunctionLibrary

+

Refer to Blueprint Reference.

+

Defines:

+ +

EFMOD_STUDIO_STOP_MODE

+

Studio stop mode enum for use in blueprints.

+

+

+
C++
+
+

+
enum EFMOD_STUDIO_STOP_MODE{
+  ALLOWFADEOUT,
+  IMMEDIATE
+} EFMOD_STUDIO_STOP_MODE;
+
+ +
+
ALLOWFADEOUT
+
Allow AHDSR modulators to complete their release, and DSP effect tails to play out.
+
IMMEDIATE
+
Stop the event instance immediately.
+
+

See Also: FMOD_STUDIO_STOP_MODE

+

FFMODEventInstance

+

Wrapped FMOD::Studio::EventInstance for use in blueprints.

+

+

+
C++
+
+

+
struct FFMODEventInstance{
+  FMOD::Studio::EventInstance *Instance;
+} FFMODEventInstance;
+
+ +
+
Instance
+
FMOD::Studio::EventInstance to use.
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html new file mode 100644 index 00000000..705f1846 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html @@ -0,0 +1,46 @@ + + +API Reference | UFMODBus + + + + +
+ +
+

6. API Reference | UFMODBus

+

This class inherits from UFMODAsset.

+

Properties:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html new file mode 100644 index 00000000..c012fbd3 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html @@ -0,0 +1,64 @@ + + +API Reference | UFMODEvent + + + + +
+ +
+

6. API Reference | UFMODEvent

+

This class inherits from UFMODAsset

+

Methods:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ +

UFMODEvent::GetParameterDescriptions

+

Get parameter descriptions for this event.

+

+

+
C++
+
+

+
void GetParameterDescriptions(
+    TArray<FMOD_STUDIO_PARAMETER_DESCRIPTION> &Parameters
+);
+
+ +
+
Parameters
+
Parameters to retrieve.
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodport.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodport.html new file mode 100644 index 00000000..93a56334 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodport.html @@ -0,0 +1,46 @@ + + +API Reference | UFMODPort + + + + +
+ +
+

6. API Reference | UFMODPort

+

This class inherits from UFMODAsset.

+

Properties:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html new file mode 100644 index 00000000..a0430a01 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html @@ -0,0 +1,755 @@ + + +API Reference | UFMODSettings + + + + +
+ +
+

6. API Reference | UFMODSettings

+

This class inherits from UObject.

+

Defines:

+ +

Properties:

+ +

EFMODLogging

+

FMOD Logging level.

+

+

+
C++
+
+

+
enum EFMODLogging
+{
+    LEVEL_NONE = 0,
+    LEVEL_ERROR = 1,
+    LEVEL_WARNING = 2,
+    LEVEL_LOG = 4
+};
+
+ +
+
LEVEL_NONE = 0
+
No FMOD logging.
+
LEVEL_ERROR = 1
+
Only log errors.
+
LEVEL_WARNING = 2
+
Only log warnings.
+
LEVEL_LOG = 4
+
Log all FMOD calls.
+
+

EFMODSpeakerMode

+

Project output format, should match the mode set up for the Studio project.

+

+

+
C++
+
+

+
namespace EFMODSpeakerMode
+{
+    enum Type
+    {
+        Stereo,
+        Surround_5_1,
+        Surround_7_1,
+        Surround_7_1_4
+    };
+}
+
+ +
+
Stereo
+
Speakers in a Stereo set up.
+
Surround_5_1
+
Speakers in a 5.1 set up.
+
Surround_7_1
+
Speakers in a 7.1 set up.
+
Surround_7_1_4
+
Speakers in a 7.1.4 set up.
+
+

This setting must match the corresponding project platform in the FMOD Studio build settings.

+

EFMODOutput

+

FMOD System Output modes.

+

+

+
C++
+
+

+
namespace EFMODOutput
+{
+    enum Type
+    {
+        TYPE_AUTODETECT,
+        TYPE_NOSOUND,
+        TYPE_WASAPI,
+        TYPE_ASIO,
+        TYPE_PULSEAUDIO,
+        TYPE_ALSA,
+        TYPE_COREAUDIO,
+        TYPE_AUDIOTRACK,
+        TYPE_OPENSL,
+        TYPE_AUDIOOUT,
+        TYPE_AUDIO3D,
+        TYPE_NNAUDIO,
+        TYPE_WINSONIC,
+        TYPE_AAUDIO,
+    };
+}
+
+ +
+
TYPE_AUTODETECT
+
Picks the best output mode for the platform. This is the default.
+
TYPE_NOSOUND
+
All - Perform all mixing but discard the final output.
+
TYPE_WASAPI
+
Win / UWP / Xbox One / Game Core - Windows Audio Session API. (Default on Windows, Xbox One, Game Core and UWP)
+
TYPE_ASIO
+
Win - Low latency ASIO 2.0.
+
TYPE_PULSEAUDIO
+
Linux - Pulse Audio. (Default on Linux if available)
+
TYPE_ALSA
+
Linux - Advanced Linux Sound Architecture. (Default on Linux if PulseAudio isn't available)
+
TYPE_COREAUDIO
+
Mac / iOS - Core Audio. (Default on Mac and iOS)
+
TYPE_AUDIOTRACK
+
Android - Java Audio Track. (Default on Android 2.2 and below)
+
TYPE_OPENSL
+
Android - OpenSL ES. (Default on Android 2.3 up to 7.1)
+
TYPE_AUDIOOUT
+
PS4 / PS5 - Audio Out. (Default on PS4, PS5)
+
TYPE_AUDIO3D
+
PS4 - Audio3D.
+
TYPE_NNAUDIO
+
Switch - nn::audio. (Default on Switch)
+
TYPE_WINSONIC
+
Win10 / Xbox One / Game Core - Windows Sonic.
+
TYPE_AAUDIO
+
Android - AAudio. (Default on Android 8.1 and above)
+
+

EFMODPlatforms

+

Target Platforms.

+

+

+
C++
+
+

+
namespace EFMODPlatforms
+{
+    enum Type
+    {
+        Windows,
+        Linux,
+        Mac,
+        Android,
+        IOS,
+        PS4,
+        PS5,
+        Deprecated,
+        Switch,
+        XboxOne,
+        XSX,
+        Editor
+    };
+}
+
+ +

EFMODCodec

+

Encoding formats.

+

+

+
C++
+
+

+
namespace EFMODCodec
+{
+    enum Type
+    {
+        VORBIS,
+        FADPCM,
+        OPUS,
+        XMA,
+        AT9,
+    };
+}
+
+ +
+
VORBIS
+
The quality maps linearly to FMOD Studio's quality property. It defaults to 37% as recommended by Vorbis for the best balance between compression and quality.
+
FADPCM
+
Place holder.
+
OPUS
+
Opus per-channel bitrates of 0.8 Kbps to 64 Kbps map linearly to the range 1% to 80% on FMOD Studio's quality slider, and per-channel bitrates of 67.2 Kbps to 128 Kbps map linearly to the range of 81% to 100%. Opus quality defaults to 63%, which corresponds to the bitrate of 50.4 Kbps used by default in the Opus reference implementation.
+
XMA
+
The quality maps linearly to the quality property.
+
AT9
+
The bitrate (Kbps) depends on channel count and the quality property steps up every 16%. For more information see the FMOD FSBank API.
+
+

FCustomPoolSizes

+

Use specific memory pool size for platform, in bytes. Disabled by default.

+

+

+
C++
+
+

+
struct FCustomPoolSizes
+{
+    int32 Desktop;
+    int32 Mobile;
+    int32 PS4;
+    int32 Switch;
+    int32 XboxOne;
+};
+
+ +
+
Desktop
+
+

(Disabled) units in bytes.

+
    +
  • Default: 0
  • +
+
+
Mobile
+
+

(Disabled) units in bytes.

+
    +
  • Default: 0
  • +
+
+
PS4
+
+

(Disabled) units in bytes.

+
    +
  • Default: 0
  • +
+
+
Switch
+
+

(Disabled) units in bytes.

+
    +
  • Default: 0
  • +
+
+
XboxOne
+
+

(Disabled) units in bytes.

+
    +
  • Default: 0
  • +
+
+
+

FMOD may become unstable if the limit is exceeded!

+

FFMODProjectLocale

+

Locales for localized banks. Theses should match the project locales configured in the FMOD Studio Project.

+

+

+
C++
+
+

+
struct FFMOD::ProjectLocale
+{
+    FString LocaleName;
+    FString LocaleCode;
+    bool bDefault;
+};
+
+ +
+
LocaleName
+
Human readable locale name, displayed in Blueprints.
+
LocaleCode
+
Locale code. Must correspond to project locale codes in FMOD Studio project.
+
bDefault
+
Default locale at startup. Only one locale should be marked as default.
+
+

FPlatformSettings

+

This section contains settings that can be set per platform.

+

+

+
C++
+
+

+
struct FFMODPlatformSettings
+{
+    int32 RealChannelCount;
+    int32 SampleRate;
+    TEnumAsByte<EFMODSpeakerMode::Type> SpeakerMode;
+    TEnumAsByte<EFMODOutput::Type> OutputType;
+    int32 CustomPoolSize;
+    TMap<TEnumAsByte<EFMODCodec::Type>, int32> Codecs;
+};
+
+ +
+
RealChannelCount
+
Real Channel Count.
+
SampleRate
+
Sample rate to use, or 0 to match system rate.
+eg. 0, 22050, 24000, 32000, 44100, 48000.
+
SpeakerMode
+
Project output format, should match the mode set up for the Studio project.
+
OutputType
+
Built-in output types that can be used to run the mixer.
+
CustomPoolSize
+
Use specified memory pool size, units in bytes. Disabled by default.
+FMOD may become unstable if the limit is exceeded!
+
Codecs
+
Encoding formats.
+
+

UFMODSettings::bLoadAllBanks

+

Load all banks at startup.

+

+

+
C++
+
+

+
bool bLoadAllBanks;
+
+ +

UFMODSettings::bLoadAllSampleData

+

Load all banks sample data into memory at start up.

+

+

+
C++
+
+

+
bool bLoadAllSampleData;
+
+ +

UFMODSettings::bEnableLiveUpdate

+

Enable live update in non-final builds.

+

+

+
C++
+
+

+
bool bEnableLiveUpdate;
+
+ +

UFMODSettings::bEnableEditorLiveUpdate

+

Enable live update in Editor for Auditioning. Requires Restart

+

+

+
C++
+
+

+
bool bEnableEditorLiveUpdate;
+
+ +

UFMODSettings::bEnableAPIErrorLogging

+

Will log internal API errors when enabled.

+

+

+
C++
+
+

+
bool bEnableAPIErrorLogging;
+
+ +

UFMODSettings::bEnableMemoryTracking

+

Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.

+

+

+
C++
+
+

+
bool bEnableMemoryTracking;
+
+ +

See Also: FMOD_STUDIO_INIT_MEMORY_TRACKING

+

UFMODSettings::BankOutputDirectory

+

Path to find your studio bank output directory, relative to Content directory.

+

+

+
C++
+
+

+
FDirectoryPath BankOutputDirectory;
+
+ +

UFMODSettings::OutputFormat

+

Project output format, should match the mode set up for the Studio project.

+

+

+
C++
+
+

+
TEnumAsByte<EFMODSpeakerMode::Type> OutputFormat;
+
+ +

UFMODSettings::OutputType

+

Built-in output types that can be used to run the mixer.

+

+

+
C++
+
+

+
TEnumAsByte<EFMODOutput::Type> OutputType;
+
+ +

UFMODSettings::Locales

+

Locales for localized banks. These should match the project locales configured in the FMOD Studio project.

+

+

+
C++
+
+

+
TArray<FFMODProjectLocale> Locales;
+
+ +

UFMODSettings::Vol0VirtualLevel

+

The signal level at which to make channels virtual.

+

+

+
C++
+
+

+
float Vol0VirtualLevel;
+
+ +

UFMODSettings::SampleRate

+

Sample rate to use, or 0 to match system rate.eg. 0, 22050, 24000, 32000, 44100, 48000.

+

+

+
C++
+
+

+
int32 SampleRate;
+
+ +

UFMODSettings::bMatchHardwareSampleRate

+

Match hardware sample rate where reasonable (44.1kHz to 48kHz).

+

+

+
C++
+
+

+
bool bMatchHardwareSampleRate;
+
+ +

UFMODSettings::RealChannelCount

+

Number of actual software voices that can be used at once.

+

+

+
C++
+
+

+
int32 RealChannelCount;
+
+ +

UFMODSettings::TotalChannelCount

+

Total number of voices available that can be either real or virtual.

+

+

+
C++
+
+

+
int32 TotalChannelCount;
+
+ +

UFMODSettings::DSPBufferLength

+

DSP mixer buffer length (eg. 512, 1024) or 0 for system default.

+

+

+
C++
+
+

+
int32 DSPBufferLength;
+
+ +

When changing the Buffer Length, Buffer Count also needs to be set.

+

UFMODSettings::DSPBufferCount

+

DSP mixer buffer count (eg. 2, 4) or 0 for system default.

+

+

+
C++
+
+

+
int32 DSPBufferCount;
+
+ +

When changing the Buffer Count, Buffer Length also needs to be set.

+

UFMODSettings::FileBufferSize

+

File buffer size in bytes (2048 by default).

+

+

+
C++
+
+

+
int32 FileBufferSize;
+
+ +

UFMODSettings::StudioUpdatePeriod

+

Studio update period in milliseconds, or 0 for default (which means 20ms).

+

+

+
C++
+
+

+
int32 StudioUpdatePeriod;
+
+ +

UFMODSettings::InitialOutputDriverName

+

Output device to choose at system start up, or empty for default.

+

+

+
C++
+
+

+
FString InitialOutputDriverName;
+
+ +

UFMODSettings::bLockAllBuses

+

Lock all mixer buses at startup, making sure they are created up front.

+

+

+
C++
+
+

+
bool bLockAllBuses;
+
+ +

UFMODSettings::MemoryPoolSizes

+

Use specified memory pool size for platform, units in bytes. Disabled by default. FMOD may become unstable if the limit is exceeded!

+

+

+
C++
+
+

+
FCustomPoolSizes MemoryPoolSizes;
+
+ +

UFMODSettings::LiveUpdatePort

+

Live update port to use, or 0 for default.

+

+

+
C++
+
+

+
int32 LiveUpdatePort;
+
+ +

UFMODSettings::EditorLiveUpdatePort

+

Live update port to use while in editor for auditioning. Requires Restart

+

+

+
C++
+
+

+
int32 EditorLiveUpdatePort;
+
+ +

UFMODSettings::ReloadBanksDelay

+

Delay in seconds before automatically reloading modified banks from disk.

+

+

+
C++
+
+

+
int32 ReloadBanksDelay;
+
+ +

This can be extended if building banks takes a long time and UE4 tries to reload banks before building is completed. Set to 0 to disable automatic bank reloading.

+

UFMODSettings::bEnableMemoryTracking

+

Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.

+

+

+
C++
+
+

+
bool bEnableMemoryTracking;
+
+ +

See Also: FMOD_STUDIO_INIT_MEMORY_TRACKING

+

UFMODSettings::PluginFiles

+

Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.

+

+

+
C++
+
+

+
TArray<FString> PluginFiles;
+
+ +

UFMODSettings::ContentBrowserPrefix

+

Directory for content to appear in content window. Be careful changing this!

+

+

+
C++
+
+

+
FString ContentBrowserPrefix;
+
+ +

UFMODSettings::ForcePlatformName

+

Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne)

+

+

+
C++
+
+

+
FString ForcePlatformName;
+
+ +

UFMODSettings::MasterBankName

+

Name of master bank. The default in Studio is "Master".

+

+

+
C++
+
+

+
FString MasterBankName;
+
+ +

UFMODSettings::SkipLoadBankName

+

Skip bank files of the given name. Can be used to load all banks except for a certain set, such as localization banks.

+

+

+
C++
+
+

+
FString SkipLoadBankName;
+
+ +

UFMODSettings::StudioBankKey

+

Specify the key for loading sounds from encrypted banks.

+

+

+
C++
+
+

+
FString StudioBankKey;
+
+ +

UFMODSettings::WavWriterPath

+

Force wav writer output, for debugging only. Setting this will prevent normal sound output!

+

+

+
C++
+
+

+
FString WavWriterPath;
+
+ +

UFMODSettings::LoggingLevel

+

Specify the logging level to use in a debug/development build.

+

+

+
C++
+
+

+
TEnumAsByte<EFMODLogging> LoggingLevel;
+
+ +

UFMODSettings::OcclusionParameter

+

Name of the parameter used in Studio to control occlusion effects.

+

+

+
C++
+
+

+
FString OcclusionParameter;
+
+ +

UFMODSettings::AmbientVolumeParameter

+

Name of the parameter used in Studio to control ambient volume.

+

+

+
C++
+
+

+
FString AmbientVolumeParameter;
+
+ +

UFMODSettings::AmbientLPFParameter

+

Name of the parameter used in Studio to control ambient LPF effects.

+

+

+
C++
+
+

+
FString AmbientLPFParameter;
+
+ +

UFMODSettings::Platforms

+

Used to specify platform specific settings.

+

+

+
C++
+
+

+
TMap<TEnumAsByte<EFMODPlatforms::Type>, FFMODPlatformSettings> Platforms;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html new file mode 100644 index 00000000..6490767f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html @@ -0,0 +1,64 @@ + + +API Reference | UFMODSnapshot + + + + +
+ +
+

6. API Reference | UFMODSnapshot

+

This class inherits from UFMODEvent.

+

Methods:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ +

UFMODEvent::GetParameterDescriptions

+

Get parameter descriptions for this event.

+

+

+
C++
+
+

+
void GetParameterDescriptions(
+    TArray<FMOD_STUDIO_PARAMETER_DESCRIPTION> &Parameters
+) const;
+
+ +
+
Parameters
+
Parameters to retrieve.
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html new file mode 100644 index 00000000..ea959dd0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html @@ -0,0 +1,46 @@ + + +API Reference | UFMODSnapshotReverb + + + + +
+ +
+

6. API Reference | UFMODSnapshotReverb

+

This class inherits from UReverbEffect.

+

Properties:

+ +

UFMODSnapshotReverb::AssetGuid

+

The unique Guid, which matches the Guid of the FMOD Stuido Snapshot correpsonding to this reverb.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html new file mode 100644 index 00000000..51443424 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html @@ -0,0 +1,46 @@ + + +API Reference | UFMODVCA + + + + +
+ +
+

6. API Reference | UFMODVCA

+

This class inherits from UFMODAsset.

+

Properties:

+ +

UFMODAsset::AssetGuid

+

The unique Guid, which matches the one exported from FMOD Studio.

+

+

+
C++
+
+

+
FGuid AssetGuid;
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/api-reference.html b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference.html new file mode 100644 index 00000000..1bd7e3ef --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/api-reference.html @@ -0,0 +1,48 @@ + + +API Reference + + + + + diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/audiolink.html b/hwanyoung2/Plugins/FMODStudio/Docs/audiolink.html new file mode 100644 index 00000000..0777baac --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/audiolink.html @@ -0,0 +1,136 @@ + + +AudioLink + + + + +
+ +
+

10. AudioLink

+

AudioLink is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. By using hardware abstraction, AudioLink bypasses the need for direct hardware access and provides the strengths of both Unreal Audio Engine and FMOD.

+

This section will assume a basic understanding of the Unreal AudioLink system and will focus on the FMOD specific information.

+

10.0.1 Linking with your Studio Project

+

The FMOD for Unreal AudioLink module assumes the Event linked contains a Programmer Instrument, this is what it uses to pass the sound data from Unreal to FMOD.

+

Programmer sound event
+Generally you will want an Event that has a looping async programmer sound, because we may not know the length of the sounds being played from Unreal (ie. submixes are generally alive from startup to shutdown).

+ +

In the FMOD for Unreal Settings, you can choose to enable/disable AudioLink support. This will load/unload the appropriate modules when the editor is reloaded.

+

FMOD Settings AudioLink

+

10.0.3 Settings

+

The default FMOD AudioLink Settings can be found in the project settings, under 'Plugins > FMOD AudioLink'. This is used in cases where the property has not been set, so it is unnecessary to pass it every time you create an AudioLink.
+You can create multiple FMOD AudioLink Settings assets for different FMOD Events, allowing you to easily route different sounds to different events allowing for greater customization.
+These settings are used to set up the FMOD Event:

+
    +
  • Link Event - FMOD Studio Event to use with this settings asset.
  • +
  • Should Clear Buffer on Receipt - If this is set, the buffer will be cleared after it's read, so it's not rendered by Unreal. Only applies if running both renderers at once. Disable this if you want to use the audio data from Unreal Engine.
  • +
  • Producer to Consumer Buffer Ratio - This is the ratio of producer to consumer buffer size, a size too large can lead to latency, but too small can lead to buffer underruns. Typically, you should use a size at a 2:1 or higher ratio of the consumer's bitrate.
  • +
  • Initial Silence Fill Ratio - Ratio of initial buffer to fill with silence ahead of consumption. Adjusting this can resolve starvation at the cost of added latency.
  • +
+

FMOD Settings AudioLink

+ +

FMOD supports AudioLink through three link types:

+ +

Source

+

MetaSounds, Sound Cues, and Sound Waves are classed as 'Sources', to play them through AudioLink you can use the Attenuation Settings or the Submix.

+

Submix

+

You can set the Send to Audio Link flag and the Audio Link Settings property in the submix's Details panel, under 'Audio Link'.

+

Submix AudioLink

+ +

AudioLink Component support is included through the FMOD AudioLink Component, but is often unnecessary as sources are componentless by design, highly optimized for scale, and provide engine-level support.

+

FMOD AudioLink Component

+

The AudioLink Component is then controlled through the API:

+
    +
  • PlayLink
  • +
  • SetLinkSound
  • +
  • StopLink
  • +
  • IsLinkPlaying
  • +
+

Play Link

+
+

In UE5.2 and UE5.3, two events will spawn when using the FMODAudioLinkComponent: one for the component (intended) and one for the sound source (not intended). This appears to be an engine bug.

+

Workaround:
+Create a new FMODAudioLinkSettings asset and leave the Link Event empty, then assign this to the sound source (through the Attenuation Settings).

+
+

Attenuation Settings

+

In the source/component Details panel you will find the option to individually override or assign Attenuation settings:

+
    +
  • Allow Spatialization - Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
  • +
  • Override Attenuation - This breaks down the Attenuation settings in the details panel to override individual components.
  • +
  • Attenuation Settings - Here you can specify a settings asset that uses all the Attenuation settings you have already set.
  • +
+ + + + + + + + + + + + + + + +
Meta SoundSound CueAudio Component
Meta SoundSound CueAudio Component
+

To send specific sounds to FMOD, use the settings under Attenuation (AudioLink):

+
    +
  • Attenuation (Spatialization)
      +
    • Enable Spatialization - It is recommended to enable this option for 3D sounds, so that Unreal can send the positional information to the FMOD Integration.
    • +
    +
  • +
  • Attenuation (AudioLink)
      +
    • Enable Send to AudioLink - Enables/Disables AudioLink on all sources using this Attenuation.
    • +
    • AudioLink Settings Override - A pre-defined AudioLink Settings asset that can be used across multiple Attenuation settings. If this is empty then the default settings are used.
    • +
    +
  • +
+

Sound Attenuation

+

10.0.5 Troubleshooting

+
    +
  • Use the console command log LogFMODAudioLink All to output (a lot) more detailed information to the log.
  • +
  • Ensure you enable the Send to AudioLink flag on the source or submix.
  • +
  • Be careful with pairing a source and submix containing the same signal chain, as that can cause data duplication and result in loud and undesirable audio stacking.
  • +
  • FMOD Studio Profiler can now be used to track and manage events using Live Update.
  • +
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-asynchronous-loading.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-asynchronous-loading.html new file mode 100644 index 00000000..21da2eb0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-asynchronous-loading.html @@ -0,0 +1,66 @@ + + +Blueprint Reference | Asynchronous Loading + + + + +
+ +
+

7. Blueprint Reference | Asynchronous Loading

+

This is an Unreal Level Blueprint that demonstrates how to build a loading screen that can be used at the start of a game to load both FMOD Studio data and Unreal data without blocking the main thread. To make this work properly "Load All Banks" needs to be turned off in the FMOD Settings.

+

Level Blueprint

+

Topics:

+ +

Variables

+

Variables

+
+
Banks
+
List of banks to load
+
Load Sample Data
+
When enabled, the sample data from all FMOD bank files is loaded at startup. Only effective when Load All Banks is also disabled
+
Done
+
False, until all the banks have finished loading.
+
Number of Banks Loaded
+
Reference to how many banks have currently been loaded. Used as reference to check if loading has completed.
+
Map Name
+
The name of the map to be loaded when banks have completed loading.
+
+

Macros

+
+
Macros
+
Make Array
+
Using the Banks variable, define an array of banks to be loaded.
+Get Banks Array
+
Load Banks
+
Initializes the loading process for the banks. Called once on Event Begin, uses the Load Sample Data variable for the Load Bank node.
+Load Banks
+
Check Banks Load
+
Checks the Done variable every tick. If it is still false, it will iterate through the array of banks incrementing the variable Number of Loaded Banks. Once Number of Loaded Banks is equal to the total number of banks in the array then the variable Done is set to true, and it is safe to load the playable Map.
+Check if Loaded
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-bus.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-bus.html new file mode 100644 index 00000000..5f6075e9 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-bus.html @@ -0,0 +1,127 @@ + + +Blueprint Reference | Bus + + + + +
+ +
+

7. Blueprint Reference | Bus

+

Used for controlling mixer buses.

+

Methods:

+ +

Bus Set Mute

+

Mute/Unmute the bus.

+

Bus Set Mute

+

+

+
C++
+
+

+
static void BusSetMute(
+  class UFMODBus *Bus,
+  bool bMute
+);
+
+ +
+
Bus
+
UFMODBus to use.
+
bMute
+
Mute value.
+
+

Bus Set Paused

+

Pause/Unpause all events going through the bus.

+

Bus Set Paused

+

+

+
C++
+
+

+
static void BusSetPaused(
+  class UFMODBus *Bus,
+  bool bPaused
+);
+
+ +
+
Bus
+
UFMODBus to use.
+
bPaused
+
Pause value.
+
+

Bus Set Volume

+

Set volume on a bus.

+

Bus Set Volume

+

+

+
C++
+
+

+
static void BusSetVolume(
+  class UFMODBus *Bus,
+  float Volume
+);
+
+ +
+
Bus
+
UFMODBus to use.
+
Volume
+
+

Volume value.

+
    +
  • Units: Linear
  • +
  • Range: [0, 1]
  • +
+
+
+

Bus Stop All Events

+

Stop all EventInstances routed into the bus.

+

Bus Stop All Events

+

+

+
C++
+
+

+
static void BusStopAllEvents(
+  class UFMODBus *Bus,
+  EFMOD_STUDIO_STOP_MODE stopMode
+);
+
+ +
+
Bus
+
UFMODBus to use.
+
stopMode
+
Desired stop mode.
+
+

See Also: FMOD_STUDIO_STOP_MODE

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-common.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-common.html new file mode 100644 index 00000000..f71c0d55 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-common.html @@ -0,0 +1,526 @@ + + +Blueprint Reference | Common + + + + +
+ +
+

7. Blueprint Reference | Common

+

The common section contains methods for controlling the FMOD system.

+

Methods:

+ +

Find Asset By Name

+

Find an asset by name.

+

Find Asset By Name

+

+

+
C++
+
+

+
static UFMODAsset *FindAssetByName(
+  const FString &Name
+);
+
+ +
+
Name
+
The asset name.
+
+

See Also: UFMODAsset

+

Find Event By Name

+

Find an Event by name.

+

Find Event By Name

+

+

+
C++
+
+

+
static UFMODEvent *FindEventByName(
+  const FString &Name
+);
+
+ +
+
Name
+
The event name.
+
+

See Also: UFMODEvent

+

Find Event Instances

+

Return a list of all event instances that are playing for this event.

+

Find Event Instances

+

+

+
C++
+
+

+
static TArray<FFMODEventInstance> FindEventInstances(
+  UObject *WorldContextObject,
+  UFMODEvent *Event
+);
+
+ +
+
WorldContextObject
+
Object from current world context.
+
Event
+
UFMODEvent to find instances of.
+
+

Be careful using this function because it is possible to find and alter any playing sound, even ones owned by other audio components.

+

See Also: FFMODEventInstance

+

Get Global Parameter By Name

+

Get a global parameter value from the System.

+

Get Global Parameter By Name

+

+

+
C++
+
+

+
static float GetGlobalParameterByName(
+  FName Name
+);
+
+ +
+
Name
+
Name of the parameter.
+
+

Will be deprecated in FMOD 2.01, use Get Global Parameter Value By Name instead.

+

See Also: Set Global Parameter By Name

+

Get Global Parameter Value By Name

+

Get a global parameter value from the System.

+

Get Global Parameter Value By Name

+

+

+
C++
+
+

+
void GetGlobalParameterValueByName(
+    FName Name,
+    float &UserValue,
+    float &FinalValue
+);
+
+ +
+
Name
+
Name of parameter
+
UserValue
+
Parameter value as set from the public API.
+
FinalValue
+
Final combined parameter value.
+
+

Get Output Drivers

+

List all output device names.

+

Get Output Drivers

+

+

+
C++
+
+

+
static TArray<FString> GetOutputDrivers();
+
+ +

See Also: Set Output Driver By Index, Set Output Driver By Name

+

Is Bank Loaded

+

Return true if a bank is loaded.

+

Is Bank Loaded

+

+

+
C++
+
+

+
static bool IsBankLoaded(
+  UFMODBank *Bank
+);
+
+ +
+
Bank
+
UFMODBank to query.
+
+

See Also: Load Bank

+

Load Bank

+

Load a bank.

+

Load Bank

+

+

+
C++
+
+

+
static void LoadBank(
+  UFMODBank *Bank,
+  bool bBlocking,
+  bool bLoadSampleData
+);
+
+ +
+
Bank
+
UFMODBank to use.
+
bBlocking
+
Whether the bank will load synchronously.
+
bLoadSampleData
+
Whether sample data will be preloaded immediately.
+
+

Load Bank Sample Data

+

Load bank sample data.

+

Load Bank Sample Data

+

+

+
C++
+
+

+
static void LoadBankSampleData(
+  UFMODBank *Bank
+);
+
+ +
+
Bank
+
UFMODBank to use.
+
+

Load Event Sample Data

+

Load event sample data.

+

Load Event Sample Data

+

+

+
C++
+
+

+
static void LoadEventSampleData(
+  UObject *WorldContextObject,
+  UFMODEvent *Event
+);
+
+ +
+
WorldContextObject
+
Object from current world context.
+
Event
+
UFMODEvent to use.
+
+

This can be done ahead of time to avoid loading stalls.

+

Mixer Resume

+

Resume the FMOD mixer.

+

Mixer Resume

+

+

+
C++
+
+

+
static void MixerResume();
+
+ +

Used when resuming the application.

+

Mixer Suspend

+

Suspend the FMOD mixer.

+

Mixer Suspend

+

+

+
C++
+
+

+
static void MixerSuspend();
+
+ +

Used when suspending the application.

+

Play Event 2D

+

Play an event without a specified location.

+

Play Event 2D

+

+

+
C++
+
+

+
static FFMODEventInstance PlayEvent2D(
+  UObject *WorldContextObject,
+  UFMODEvent *Event,
+  bool bAutoPlay
+);
+
+ +
+
WorldContextObject
+
Object from current world context.
+
Event
+
UFMODEvent to use.
+
bAutoPlay
+
Start the event automatically.
+
+

This returns an FFMODEventInstance.
+The sound does not travel with any actor.

+

Play Event At Location

+

Plays an event at the given location.

+

Play Event At Location

+

+

+
C++
+
+

+
static FFMODEventInstance PlayEventAtLocation(
+  UObject *WorldContextObject,
+  UFMODEvent *Event,
+  const FTransform &Location,
+  bool bAutoPlay
+);
+
+ +
+
WorldContextObject
+
Object from current world context.
+
Event
+
UFMODEvent to use.
+
Location
+
World position to play event at.
+
bAutoPlay
+
Start the event automatically.
+
+

This returns an FMOD Event Instance.
+The sound does not travel with any actor.

+

Play Event Attached

+

Play an event attached to and following the specified component.

+

Play Event Attached

+

+

+
C++
+
+

+
static class UFMODAudioComponent *PlayEventAttached(
+  UFMODEvent *Event,
+  USceneComponent *AttachToComponent,
+  FName AttachPointName,
+  FVector Location,
+  EAttachLocation::Type LocationType,
+  bool bStopWhenAttachedToDestroyed,
+  bool bAutoPlay,
+  bool bAutoDestroy
+);
+
+ +
+
Event
+
UFMODEvent to use.
+
AttachToComponent
+
Component to attach to.
+
AttachPointName Opt
+
Named point within the AttachComponent to play the sound at.
+
Location
+
Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset.
+
LocationType
+
Location is a relative offset or an absolute world position.
+
bStopWhenAttachedToDestroyed
+
The sound should stop playing when the owner of the attach to component is destroyed.
+
bAutoPlay
+
Start the event automatically.
+
bAutoDestroy
+
Automatically destroy the audio component when the sound is stopped.
+
+

Set Global Parameter By Name

+

Set a global parameter from the System.

+

Set Global Parameter By Name

+

+

+
C++
+
+

+
static void SetGlobalParameterByName(
+  FName Name,
+  float Value
+);
+
+ +
+
Name
+
Name of parameter.
+
Value
+
Value to apply to the parameter.
+
+

Set Locale

+

Set the active locale for subsequent bank loads.

+

Set Locale

+

+

+
C++
+
+

+
static void SetLocale(const FString& Locale);
+
+ +

Set Output Driver By Index

+

Set current output device by its index from GetOutputDrivers.

+

Set Output Driver By Index

+

+

+
C++
+
+

+
static void SetOutputDriverByIndex(
+  int NewDriverIndex
+);
+
+ +
+
NewDriverIndex
+
Index of driver to use.
+
+

See Also: Get Output Drivers

+

Set Output Driver By Name

+

Set current output device by name or part of the name.

+

Set Output Driver By Name

+

+

+
C++
+
+

+
static void SetOutputDriverByName(
+  FString NewDriverName
+);
+
+ +
+
NewDriverName
+
Name of new driver to use.
+
+

See Also: Get Output Drivers

+

Unload Bank

+

Unload a bank.

+

Unload Bank

+

+

+
C++
+
+

+
static void UnloadBank(
+  UFMODBank *Bank
+);
+
+ +
+
Bank
+
UFMODBank to use.
+
+

Unload Bank Sample Data

+

Unload bank sample data.

+

Unload Bank Sample Data

+

+

+
C++
+
+

+
static void UnloadBankSampleData(
+  UFMODBank *Bank
+);
+
+ +
+
Bank
+
UFMODBank to use.
+
+

Unload Event Sample Data

+

Unload event sample data.

+

Unload Event Sample Data

+

+

+
C++
+
+

+
static void UnloadEventSampleData(
+  UObject *WorldContextObject,
+  UFMODEvent *Event
+);
+
+ +
+
WorldContextObject
+
Object from current world context.
+
Event
+
UFMODEvent to use.
+
+

VCA Set Volume

+

Set volume on a VCA.

+

VCA Set Volume

+

+

+
C++
+
+

+
static void VCASetVolume(
+  UFMODVCA *Vca,
+  float Volume
+);
+
+ +
+
Vca
+
UFMODVCA to use.
+
Volume
+
Volume value.
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-component.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-component.html new file mode 100644 index 00000000..106fe823 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-component.html @@ -0,0 +1,355 @@ + + +Blueprint Reference | Component + + + + +
+ +
+

7. Blueprint Reference | Component

+

These methods are used to control the state of Audio Components.

+

Methods:

+ +

Add Audio Component

+

Creates a new Audio Component.

+

Add Audio Component

+
+
Manual Attachment
+
Whether manual or automatic attachment is to be used.
+
Relative Transform
+
The relative transform between the new Audio Component and its attached parent (automatic only).
+
+

Get Length

+

Get the event length in milliseconds.

+

Get Length

+

+

+
C++
+
+

+
int32 GetLength() const;
+
+ +

Get Parameter

+

Get parameter value from the Event.

+

Get Parameter

+

+

+
C++
+
+

+
float GetParameter(
+  FName Name
+);
+
+ +
+
Name
+
Name of the parameter.
+
+

Get Parameter Value

+

Get parameter value from the Event.

+

Get Parameter Value

+

+

+
C++
+
+

+
void GetParameterValue(FName Name, float &UserValue, float &FinalValue);
+
+ +
+
Name
+
Name of parameter.
+
UserValue
+
Parameter value as set from the public API.
+
FinalValue
+
Final combined parameter value.
+
+

Get Paused

+

Get the paused state of the audio component.

+

Set Paused

+

+

+
C++
+
+

+
bool GetPaused();
+
+ +

Get Property

+

Get a property of the Event.

+

Get Property

+

+

+
C++
+
+

+
float GetProperty(
+  EFMODEventProperty::Type Property
+);
+
+ +
+
Property
+
Enum to describe built-in event properties.
+
+

See Also: EFMODEventProperty

+

Get Timeline Position

+

Get the timeline position in milliseconds.

+

Get Timeline Position

+

+

+
C++
+
+

+
int32 GetTimelinePosition();
+
+ +

Is Playing

+

Return true if this component is currently playing an event.

+

Is Playing

+

+

+
C++
+
+

+
bool IsPlaying();
+
+ +

Key Off

+

Allow an event to continue past a sustain point.

+

Key Off

+

+

+
C++
+
+

+
void KeyOff();
+
+ +

Play

+

Start a sound playing on an audio component.

+

Play

+

+

+
C++
+
+

+
void Play();
+
+ +

Release

+

Release the current Studio Instance.

+

Release

+

+

+
C++
+
+

+
void Release();
+
+ +

See Also: UFMODAudioComponent::StudioInstance

+

Set Event

+

New Event to be used by the FMODAudioComponent.

+

Set Event

+

+

+
C++
+
+

+
void SetEvent(
+  UFMODEvent *NewEvent
+);
+
+ +
+
NewEvent
+
New Event Asset reference to use.
+
+

If an Event is currently playing, it will be stopped and the new Event passed in will be started.

+

See Also: UFMODEvent

+

Set Parameter

+

Set a parameter of the Event.

+

Set Parameter

+

+

+
C++
+
+

+
void SetParameter(
+  FName Name,
+  float Value
+);
+
+ +
+
Name
+
Name of the parameter.
+
Value
+
Value to apply to the parameter.
+
+

Set Paused

+

Pause/Unpause an audio component.

+

Set Paused

+

+

+
C++
+
+

+
void SetPaused(
+  bool paused
+);
+
+ +
+
paused
+
The paused state to apply.
+
+

Set Pitch

+

Set pitch on an audio component.

+

Set Pitch

+

+

+
C++
+
+

+
void SetPitch(
+  float pitch
+);
+
+ +
+
pitch
+
New pitch multiplier to apply.
+
+

The pitch multiplier is used to modulate the event instance's pitch. It can be set to any value greater than or equal to zero but the final combined pitch is clamped to the range [0, 100] before being applied.

+

Set Programmer Sound Name

+

Set the sound name to use for programmer sound.

+

Set Programmer Sound Name

+

+

+
C++
+
+

+
void SetProgrammerSoundName(
+  FString Value
+);
+
+ +
+
Value
+
Name of sound or file to use.
+
+

The integration will look up the name in any loaded audio table.

+

Set Property

+

Set a property of the Event.

+

Set Property

+

+

+
C++
+
+

+
void SetProperty(
+  EFMODEventProperty::Type Property,
+  float Value
+);
+
+ +
+
Property
+
Enum to describe built-in event properties.
+
Value
+
Value to apply to the property.
+
+

See Also: EFMODEventProperty

+

Set Timeline Position

+

Set the timeline position in milliseconds

+

Set Timeline Position

+

+

+
C++
+
+

+
void SetTimelinePosition(
+  int32 Time
+);
+
+ +
+
Time
+
Time in milliseconds.
+
+

Set Volume

+

Set volume on an audio component.

+

Set Volume

+

+

+
C++
+
+

+
void SetVolume(
+  float volume
+);
+
+ +
+
volume
+
New volume level to apply.
+
+

This volume is applied as a scaling factor for the event volume. It does not override the volume level set in FMOD Studio, nor any internal volume automation or modulation.

+

Stop

+

Stop an audio component playing.

+

Stop

+

+

+
C++
+
+

+
void Stop();
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-enums.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-enums.html new file mode 100644 index 00000000..12203b2b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-enums.html @@ -0,0 +1,100 @@ + + +Blueprint Reference | Enums + + + + +
+ +
+

7. Blueprint Reference | Enums

+

Automatically generated methods for working with FMOD and Unreal Enums.

+

Methods:

+ +

Byte to Enum EFMOD_STUDIO_STOP_MODE

+

Converts a byte to an EFMOD_STUDIO_STOP_MODE.

+

Byte to Enum

+

+

+
C++
+
+

+
EFMOD_STUDIO_STOP_MODE ByteToEnum(
+    byte Byte
+);
+
+ +
+
Byte
+
Byte to convert to an EFMOD_STUDIO_STOP_MODE.
+
+

See Also: EFMOD_STUDIO_STOP_MODE.

+

ForEach EFMOD_STUDIO_STOP_MODE

+

Returns every value in the EFMOD_STUDIO_STOP_MODE enum.

+

ForEach EFMOD_STUDIO_STOP_MODE

+

+

+
C++
+
+

+
EFMOD_STUDIO_STOP_MODE ForEachEFMOD_STUDIO_STOP_MODE();
+
+ +

See Also: EFMOD_STUDIO_STOP_MODE.

+

Get Number of Entries in EFMOD_STUDIO_STOP_MODE

+

Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.

+

Get Number of Entries in EFMOD_STUDIO_STOP_MODE

+

+

+
C++
+
+

+
int GetNumberOfEntriesInEFMOD_STUDIO_STOP_MODE();
+
+ +

See Also: EFMOD_STUDIO_STOP_MODE.

+

Literal Enum EFMOD_STUDIO_STOP_MODE

+

Returns the value of an EFMOD_STUDIO_STOP_MODE member.

+

Literal Enum EFMOD_STUDIO_STOP_MODE

+

+

+
C++
+
+

+
EFMOD_STUDIO_STOP_MODE LiteralEnumEFMOD_STUDIO_STOP_MODE(
+    EFMOD_STUDIO_STOP_MODE Enum
+);
+
+ +
+
Enum
+
The EFMOD_STUDIO_STOP_MODE member value to retrieve.
+
+

See Also: EFMOD_STUDIO_STOP_MODE.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-eventinstance.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-eventinstance.html new file mode 100644 index 00000000..ca69b8ab --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-eventinstance.html @@ -0,0 +1,304 @@ + + +Blueprint Reference | Event Instance + + + + +
+ +
+

7. Blueprint Reference | Event Instance

+

These methods are used to control individual Event Instances.

+

Methods:

+ +

Event Instance Get Parameter

+

Get a parameter value on an FMOD Event Instance.

+

Event Instance Get Parameter

+

+

+
C++
+
+

+
static float EventInstanceGetParameter(
+  FFMODEventInstance EventInstance,
+  FName Name
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Name
+
Name of parameter.
+
+

Will be deprecated in FMOD 2.01, use Event Instance Get Parameter Value instead.

+

Event Instance Get Parameter Value

+

Get a parameter value on an FMOD Event Instance.

+

Event Instance Get Parameter Value

+

+

+
C++
+
+

+
static void EventInstanceGetParameterValue(
+  FFMODEventInstance EventInstance,
+  FName Name,
+  float &UserValue,
+  float &FinalValue
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Name
+
Name of parameter.
+
UserValue
+
Parameter value as set from the public API.
+
FinalValue
+
Final combined parameter value.
+
+

Event Instance Is Valid

+

Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.

+

Event Instance Is Valid

+

+

+
C++
+
+

+
static bool EventInstanceIsValid(
+  FFMODEventInstance EventInstance
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
+

The instance will be invalidated when the sound stops.

+

Event Instance Key Off

+

Allow an FMOD Event Instance to continue past a sustain point.

+

Event Instance Key Off

+

+

+
C++
+
+

+
static void EventInstanceKeyOff(FFMODEventInstance EventInstance);
+
+ +
+
EventInstance
+
FFMODEventInstance to resume past sustain point.
+
+

Event Instance Play

+

Play an FMOD Event Instance.

+

Event Instance Play

+

+

+
C++
+
+

+
static void EventInstancePlay(
+  FFMODEventInstance EventInstance
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
+

Event Instance Release

+

Release an FMOD Event Instance.

+

Event Instance Release

+

+

+
C++
+
+

+
static void EventInstanceRelease(FFMODEventInstance EventInstance);
+
+ +
+
EventInstance
+
FFMODEventInstance to release.
+
+

Event Instance Set Parameter

+

Set a parameter on an FMOD Event Instance.

+

Event Instance Set Parameter

+

+

+
C++
+
+

+
static void EventInstanceSetParameter(
+  FFMODEventInstance EventInstance,
+  FName Name,
+  float Value
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Name
+
Name of the parameter.
+
Value
+
Value to set the parameter to.
+
+

Event Instance Set Paused

+

Pause/Unpause an FMOD Event Instance.

+

Event Instance Set Paused

+

+

+
C++
+
+

+
static void EventInstanceSetPaused(
+  FFMODEventInstance EventInstance,
+  bool Paused
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Paused
+
Paused value.
+
+

Event Instance Set Pitch

+

Set pitch on an FMOD Event Instance.

+

Event Instance Set Pitch

+

+

+
C++
+
+

+
static void EventInstanceSetPitch(
+  FFMODEventInstance EventInstance,
+  float Pitch
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Pitch
+
Pitch value.
+
+

Event Instance Set Property

+

Set an FMOD event property on an FMOD Event Instance.

+

Event Instance Set Property

+

+

+
C++
+
+

+
static void EventInstanceSetProperty(
+  FFMODEventInstance EventInstance,
+  EFMODEventProperty::Type Property,
+  float Value
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Property
+
EFMODEventProperty to set.
+
Value
+
Value of property.
+
+

Event Instance Set Transform

+

Set 3D attributes on an FMOD Event Instance.

+

Event Instance Set Transform

+

+

+
C++
+
+

+
static void EventInstanceSetTransform(
+  FFMODEventInstance EventInstance,
+  const FTransform &Location
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to use.
+
Location
+
Location to place event.
+
+

Event Instance Set Volume

+

Set volume on an FMOD Event Instance.

+

Event Instance Set Volume

+

+

+
C++
+
+

+
static void EventInstanceSetVolume(
+  FFMODEventInstance EventInstance,
+  float Volume
+);
+
+ +
+
EventInstance
+
FFMODEventInstance to set volume of.
+
Volume
+
Volume value to set.
+
+

Event Instance Stop

+

Mute/Unmute the bus.

+

Event Instance Stop

+

+

+
C++
+
+

+
static void EventInstanceStop(FFMODEventInstance EventInstance, bool Release = false);
+
+ +
+
EventInstance
+
FFMODEventInstance to stop.
+
Release
+
Whether to release the Event Instance
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-structs.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-structs.html new file mode 100644 index 00000000..cbe56753 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-structs.html @@ -0,0 +1,134 @@ + + +Blueprint Reference | Structs + + + + +
+ +
+

7. Blueprint Reference | Structs

+

Automatically generated methods for working with FMOD and Unreal Structs.

+

Methods

+ +

Break FMODAttenuationDetails

+

Adds a node that breaks an 'FMODAttenuationDetails` into its member fields.

+

FMOD Attenuation Details
+

+
C++
+
+

+
FMODAttenuationDetails BreakFMODAttenuationDetails(
+    FMODAttenuation Details
+);
+
+ +
+
FMODAttenuationDetails
+
FMODAttenuationDetails to break into its member fields.
+
+

Break FMODOcclusionDetails

+

Adds a node that breaks an 'FMODOcclusionDetails' into its member fields.

+

FMOD Occlusion Details

+

+

+
C++
+
+

+
FMODOcclusionDetails BreakFMODOcclusionDetails(
+    FMODOcclusion Details
+)
+
+ +
+
FMODOcclusionDetails
+
FMODOcclusionDetails to break into its member fields.
+
+

Make FMODAttenuationDetails

+

Adds a node that creates an 'FMODAttenuationDetails' from its members.

+

Make FMODAttenuationDetails

+

+

+
C++
+
+

+
FMODAttenuationDetails MakeFMODAttenuationDetails(
+    bool OverrideAttenuation,
+    float MinimumDistance,
+    float MaximumDistance
+);
+
+ +
+
OverrideAttenuation
+
True to use attenuation values set by editor, false to use values set in the Studio project.
+
MinimumDistance
+
Minimum 3D Distance. Value to use for the minimum attenuation distance if OverrideAttenuation is true.
+
MaximumDistance
+
Maximum 3D Distance. Value to use for the maximum attenuation distance if OverrideAttenuation is true.
+
+

See Also: FMODAttenuationDetails.

+

Make FMODEventInstance

+

Adds a node that creates an 'FMODEventInstance' from its members.

+

FMOD Event Instance

+

+

+
C++
+
+

+
FMODEventInstance MakeFMODEventInstance();
+
+ +

See Also: Event Instance.

+

Make FMODOcclusionDetails

+

Adds a node that creates an 'FMODOcclusionDetails' from its members.

+

FMODOcclusion Details

+

+

+
C++
+
+

+
FMODAttenuationDetails MakeFMODAttenuationDetails(
+    bool EnableOcclusion,
+    enum OcclusionTraceChannel,
+    bool UseComplexCollisionForOcclusion
+);
+
+ +
+
EnableOcclusion
+
True to enable occlusion settings, false to disable them.
+
OcclusionTraceChannel
+
Trace channel to use for audio occlusion checks.
+
UseComplexCollisionForOcclusion
+
True to enable complex geometry occlusion checks, false not to.
+
+

See Also: FMODOcclusionDetails.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-utilities.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-utilities.html new file mode 100644 index 00000000..ed2b11f8 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference-utilities.html @@ -0,0 +1,432 @@ + + +Blueprint Reference | Utilities + + + + +
+ +
+

7. Blueprint Reference | Utilities

+

Automatically generated methods for working with FMOD and Unreal Utilities.

+

Methods:

+
    +
  • Cast To FMODAmbientSound Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODAmbientSound Class Access class 'FMODAmbientSound' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast TO FMODAnimNotifyPlay Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast TO FMODAnimNotifyPlay Class Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODAsset Access object as a class 'FMODAsset' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODAsset Class Access class 'FMODAsset' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODAudioComponent Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODAudioComponent Class Access class 'FMODAudioComponent' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODBank Access object as a class 'FMODBank' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODBank class Access class 'FMODBank' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODBus Access object as a class 'FMODBus' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODBus class Access class 'FMODBus' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODEvent Access object as a class 'FMODEvent' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODEvent class Access class 'FMODEvent' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODPort Access object as a class 'FMODPort' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODPort class Access class 'FMODPort' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODSnapshot Access object as a class 'FMODSnapshot' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODSnapshot class Access class 'FMODSnapshot' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODSnapshotReverb Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODSnapshotReverb class Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODVCA Access object as a class 'FMODVCA' it may be an instance of. On failure the Cast Failed path will be taken.
  • +
  • Cast To FMODVCA class Access class 'FMODVCA' as one it may inherit from. On failure the Cast Failed path will be taken.
  • +
+

Cast To FMODAmbientSound

+

Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODAmbientSound

+

+

+
C++
+
+

+
FMODAmbientSound CastToFMODAmbientSound(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODAmbientSound.
+
+

Cast To FMODAmbientSound class

+

Access class 'FMODAmbientSound' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODAmbientSound Class

+

+

+
C++
+
+

+
FMODAmbientSound CastToFMODAmbientSoundclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODAmbientSound.
+
+

Cast To FMODAnimNotifyPlay

+

Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODAnimNotifyPlay

+

+

+
C++
+
+

+
FMODAnimNotifyPlay CastToFMODAnimNotifyPlay(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODAnimNotifyPlay.
+
+

Cast To FMODAnimNotifyPlay class

+

Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODAnimNotifyPlay Class

+

+

+
C++
+
+

+
FMODAnimNotifyPlay CastToFMODAnimNotifyPlayclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODAnimNotifyPlay.
+
+

Cast To FMODAsset

+

Access object as a class 'FMODAsset' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODAsset

+

+

+
C++
+
+

+
FMODAsset CastToFMODAsset(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODAsset.
+
+

Cast To FMODAsset class

+

Access class 'FMODAsset' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODAsset Class

+

+

+
C++
+
+

+
FMODAsset CastToFMODAssetclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODAsset.
+
+

Cast To FMODAudioComponent

+

Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODAudioComponent

+

+

+
C++
+
+

+
FMODAudioComponent CastToFMODAudioComponent(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODAudioComponent.
+
+

Cast To FMODAudioComponent class

+

Access class 'FMODAudioComponent' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODAudioComponent Class

+

+

+
C++
+
+

+
FMODAudioComponent CastToFMODAudioComponentclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODAudioComponent.
+
+

Cast To FMODBank

+

Access object as a class 'FMODBank' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODBank

+

+

+
C++
+
+

+
FMODBank CastToFMODBank(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODBank.
+
+

Cast To FMODBank class

+

Access class 'FMODBank' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODBank Class

+

+

+
C++
+
+

+
FMODBank CastToFMODBankclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODBank.
+
+

Cast To FMODBus

+

Access object as a class 'FMODBus' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODBus

+

+

+
C++
+
+

+
FMODBus CastToFMODBus(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODBus.
+
+

Cast To FMODBus class

+

Access class 'FMODBus' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODBus Class

+

+

+
C++
+
+

+
FMODBus CastToFMODBusclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODBus.
+
+

Cast To FMODEvent

+

Access object as a class 'FMODEvent' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODEvent

+

+

+
C++
+
+

+
FMODEvent CastToFMODEvent(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODEvent.
+
+

Cast To FMODEvent class

+

Access class 'FMODEvent' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODEvent Class

+

+

+
C++
+
+

+
FMODEvent CastToFMODEventclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODEvent.
+
+

Cast To FMODPort

+

Access object as a class 'FMODPort' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODPort

+

+

+
C++
+
+

+
FMODPort CastToFMODPort(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODPort.
+
+

Cast To FMODPort class

+

Access class 'FMODPort' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODPort Class

+

+

+
C++
+
+

+
FMODPort CastToFMODPortclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODPort.
+
+

Cast To FMODSnapshot

+

Access object as a class 'FMODSnapshot' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODSnapshot

+

+

+
C++
+
+

+
FMODSnapshot CastToFMODSnapshot(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODSnapshot.
+
+

Cast To FMODSnapshot class

+

Access class 'FMODSnapshot' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODSnapshot Class

+

+

+
C++
+
+

+
FMODSnapshot CastToFMODSnapshotclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODSnapshot.
+
+

Cast To FMODSnapshotReverb

+

Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODSnapshotReverb

+

+

+
C++
+
+

+
FMODSnapshotReverb CastToFMODSnapshotReverb(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODSnapshotReverb.
+
+

Cast To FMODSnapshotReverb class

+

Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODSnapshotReverb Class

+

+

+
C++
+
+

+
FMODSnapshotReverb CastToFMODSnapshotReverbclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODSnapshotReverb.
+
+

Cast To FMODVCA

+

Access object as a class 'FMODVCA' it may be an instance of. On failure the Cast Failed path will be taken.

+

Cast To FMODVCA

+

+

+
C++
+
+

+
FMODVCA CastToFMODVCA(
+    Object Object
+);
+
+ +
+
Object
+
Object to cast to an FMODVCA.
+
+

Cast To FMODVCA class

+

Access class 'FMODVCA' as one it may inherit from. On failure the Cast Failed path will be taken.

+

Cast To FMODVCA Class

+

+

+
C++
+
+

+
FMODVCA CastToFMODVCAclass(
+    ObjectClassReference Class
+);
+
+ +
+
Class
+
Class to cast to an FMODVCA.
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference.html b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference.html new file mode 100644 index 00000000..496fe051 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/blueprint-reference.html @@ -0,0 +1,41 @@ + + +Blueprint Reference + + + + + diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/glossary.html b/hwanyoung2/Plugins/FMODStudio/Docs/glossary.html new file mode 100644 index 00000000..2d0c5212 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/glossary.html @@ -0,0 +1,76 @@ + + +Glossary + + + + +
+ +
+

11. Glossary

+

This page includes definitions for various common FMOD Studio terms, along with references to related terms and documentation.

+

11.1 Documentation Conventions

+

11.1.1 Parameter Tokens

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TokenMeaning
OutThe API function will fill in information in this parameter.
OptThis parameter is optional, specify null or zero to ignore.
R/OThis token applies to members of various structures which FMOD passes to user callbacks. User callbacks must not modify the values of these members. Modifying the values of these members will cause undefined behavior.
C#This is only available in C#.
JSThis is only available in Javascript.
+

11.2 Version

+

The version number of FMOD Studio. Version numbers are split into three parts, in the format: productVersion.majorVersion.minorVersion. For example, the version 1.23.45 would indicate product version 1, major version 23, and minor version 45 of that major version.

+

Major versions contain significant changes, add new features, and may affect bank compatibility. Updating to a new major version usually requires project migration. New major versions may change playback behavior in some cases.

+

Minor versions, also known as patch versions, contain bug fixes and smaller workflow improvements.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/images/add-actor-button.png b/hwanyoung2/Plugins/FMODStudio/Docs/images/add-actor-button.png new file mode 100644 index 00000000..041e8df4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/images/add-actor-button.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ecf3392ba40a7bdc246d999d0f5a890841410f823b78e82c8908e16d961c173b +size 953 diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/images/add-audio-component.png b/hwanyoung2/Plugins/FMODStudio/Docs/images/add-audio-component.png new file mode 100644 index 00000000..1e2ea3db --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/images/add-audio-component.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3e3cb636e630f208405f36c525f1cd156f17ffba970a615d06dbb8cb51dc92b5 +size 22236 diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/images/add-parameter-button.png b/hwanyoung2/Plugins/FMODStudio/Docs/images/add-parameter-button.png new 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https://git-lfs.github.com/spec/v1 +oid sha256:4ff8a26831792ac5cdd28e380627dba09bcaefeb4b6f30387f804f2b7a1ac8e5 +size 14307 diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/images/xboxone-enable-liveupdate.png b/hwanyoung2/Plugins/FMODStudio/Docs/images/xboxone-enable-liveupdate.png new file mode 100644 index 00000000..986c8556 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/images/xboxone-enable-liveupdate.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ccf5ef2c7207bb6d19122a02afc57c2e8d8ea5ae2ea7183e1243bfe257b9d758 +size 15246 diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/niagara.html b/hwanyoung2/Plugins/FMODStudio/Docs/niagara.html new file mode 100644 index 00000000..ee2ae746 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/niagara.html @@ -0,0 +1,227 @@ + + +Niagara Integration + + + + +
+ +
+

5. Niagara Integration

+

Niagara is Unreal Engines VFX System and this section explains how to use the FMOD Integration with it.

+

In Niagara you are able to play one shot events, play persistent events and update parameters.

+

5.0.1 Adding FMOD Events to Niagara system

+

To view the available FMOD Niagara Modules, make sure to enable 'Plugins' in the Source Filtering options:

+ + + + + + + + + + + + + +
UE5UE4
UE5 FMOD Niagara ModulesUE4 FMOD Niagara Modules
+ +

5.0.2 Modules

+

An FMOD Niagara module can be added to one or multiple Unreal Niagara Modules depending on the desired behavior.

+

PlayFMODEvent

+

This can be added to the System, Emitter or Particle modules.

+

Plays a one shot event at the given location that cannot be controlled after being played.

+ + + + + + + + + + + + + + + + + +
UE5UE4
UE5 AddFMODEventUE4 AddFMODEvent
UE5 Play FMOD EventUE4 Play FMOD Event
+

FMODEventPlayer

+

This can be added to the System, Emitter or Particle modules.

+

An FMODEvent reference that can be used with the play and update modules.
+By assigning an Event to the FMOD Event Player, you can use it to play multiple one shots of the same event with the same settings or it can be used with persistance events that require updating over its lifetime.

+ + + + + + + + + + + + + + + + + +
UE5UE4
UE5 Create FMOD Event PlayerUE4 Create FMOD Event Player
UE5 FMODEventPlayerFound in UE editor window
UE4 FMODEventPlayer
+

PlayPersistentFMODEvent

+

This can be added to the System, Emitter or Particle modules.

+

Play an event from a reference that can later be used with UpdatePersistentFMODEvent.

+ + + + + + + + + + + + + +
UE5UE4
UE5 PlayPersistentFMODEventUE4 PlayPersistentFMODEvent
+

UpdatePersistentFMODEvent

+

This can be added to the System, Emitter or Particle modules.

+

Used to update information of an event referenced from FMODEventPlayer.
+You can have multiple of these if you need to control multiple parameters.

+

FMOD Parameters need to be referenced by index from the FMODEventPlayer.

+ + + + + + + + + + + + + +
UE5UE4
UE5 UpdatePersistentFMODEventUE4 UpdatePersistentFMODEvent
+

5.0.3 Playing a one shot

+

Basic example of how to add a one shot event to an emitter:
+- Add a PlayFMODEvent module to emitter.
+- Assign an FMOD Event.
+- Add your emitter to the scene and press play to hear it in action.

+

5.0.4 Playing a persistent event

+
    +
  • Add an FMODEventPlayer module to the emitter and assign an FMOD Event.
  • +
  • Add a PlayPersistentFMODEvent module to emitter.
  • +
  • With the PlayPersistentFMODEvent module selected, drag your FMODEventPlayer into the FMOD Event Player parameter.
  • +
+ + + + + + + + + + + + + +
UE5UE4
Assign PlayerUE4 PlayPersistentFMODEvent
+
    +
  • If you are setting FMOD Parameters, they need to be referenced by index number from the FMODEventPlayer.
  • +
  • Add your emitter to the scene and press play to hear it in action.
  • +
+

5.0.5 Updating a persistent event

+

Continuing on from Playing a persistent event as you will need both the event player and play modules.

+
    +
  • Add an UpdatePersistentFMODEvent module to the emitter.
  • +
  • With the UpdatePersistentFMODEvent module selected, drag your FMODEventPlayer into the FMOD Event Player parameter.
  • +
+ + + + + + + + + + + + + +
UE5UE4
UE5 Assign PlayerUE4 Assign Player
+
    +
  • Select the UpdateType
  • +
+ + + + + + + + + + + + + + + + + + + + + +
UE5UE4
UE5 Update TypeUE4 Update Type
UE5 Update LocationUE4 Update Location
UE5 Update Float ParameterUE4 Update Float Parameter
+
    +
  • Add your emitter to the scene and press play to hear it in action.
  • +
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/platform-specifics.html b/hwanyoung2/Plugins/FMODStudio/Docs/platform-specifics.html new file mode 100644 index 00000000..88bc02e2 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/platform-specifics.html @@ -0,0 +1,576 @@ + + +Platform Specifics + + + + +
+ +
+

8. Platform Specifics

+

Some platforms require some extra steps to run properly.

+

8.1 Android

+

To deploy on Android, make sure FMODStudio is in your game's directory, not in the Engine plugins directory. When FMODStudio is in your game's plugin directory, the engine will rebuild the plugin for Android and deploy all the files properly.

+

8.1.1 Deployment of Android plugins

+

FMOD supports DSP plugins, which will be stand-alone .so files that will need to be packaged into the build. Add the .so file into the FMODStudio/Binaries/Android/{Architecture} directory. Unreal will also need an APL file so it knows to package the .so file. To do this, you will need to write an APL file and drop it into the FMODStudio/Binaries/Android directory. The FMODStudio.build.cs file looks for any file ending with "_APL.xml" and will pass that along to the unreal build tool for packaging.

+

The APL is a custom xml file format which is documented in the engine file AndroidPluginLanguage.cs. Here is a sample APL file for libovrfmod.so:

+
<?xml version="1.0" encoding="utf-8"?>
+<!--Plugin additions-->
+<root xmlns:android="http://schemas.android.com/apk/res/android">
+    <!-- init section is always evaluated once per architecture -->
+    <init>
+        <log text="ovrfmod APL init"/>
+    </init>
+
+    <!-- optional files or directories to copy to Intermediate/Android/APK -->
+    <resourceCopies>
+        <log text="ovrfmod APL copying files for $S(Architecture)/"/>
+        <copyFile src="$S(PluginDir)/$S(Architecture)/libovrfmod.so"
+                    dst="$S(BuildDir)/libs/$S(Architecture)/libovrfmod.so" />
+    </resourceCopies>
+
+    <!-- optional libraries to load in GameActivity.java before libUE4.so -->
+    <soLoadLibrary>
+        <log text="ovrfmod APL adding loadLibrary references"/>
+        <loadLibrary name="ovrfmod" failmsg="ovrfmod not loaded and required!" />
+    </soLoadLibrary>
+</root>
+
+ +

You only need to write this if you want to load a DSP plugin on Android.

+

8.1.2 Packaging

+

Banks for Android are expected to be located in the Mobile sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the Android banks add these lines to Platforms\Android\Config\AndroidGame.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
+
+ +
+

4.24
+The location of AndroidGame.ini is Config\Android\AndroidGame.ini

+
+

8.1.3 Android-based VR devices

+

Any platform specific requirements for Android also apply to Android-based VR devices, such as Oculus Quest.

+

8.2 Game Core

+

8.2.1 Xbox Series X|S

+

Enabling Live Update

+

To enable Live Update the Unreal XSX project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the Project Settings editor from the Edit menu, then navigate to Xbox Series X|S platform settings. Under the Development category, add the following entry to the Debug Network Ports setting:
+Settings

+

Packaging

+

Banks for the Xbox Series X|S are expected to be located in the Scarlett sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the Xbox Series X|S specific banks add the following lines to the appropriate Unreal config file from the table below e.g. Platforms\XSX\Config\XSXGame.ini:

+ + + + + + + + + + + + + + + + + + + + + + + +
Unreal versionFMOD Studio bank folderUnreal platformUnreal config file
4.25ScarlettMPXPlatforms\MPX\Config\MPXGame.ini
4.25+ onwardsScarlettXSXPlatforms\XSX\Config\XSXGame.ini
+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Scarlett")
+
+ +

Disabling the Unreal Audio Device

+

FMOD will not work with inbuilt Unreal audio on Xbox Series X|S. You will need to disable the Unreal Audio Device by adding/editing the appropriate Unreal engine config file from the table below e.g. Config\XSX\XSXEngine.ini with the following section:

+ + + + + + + + + + + + + + + + + +
Unreal versionUnreal engine config file
4.25Config\MPX\MPXEngine.ini
4.25+ onwardsConfig\XSX\XSXEngine.ini
+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +

8.2.2 Xbox One

+

Enabling Live Update

+

To enable Live Update the Unreal Xbox One GDK project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the Project Settings editor from the Edit menu, then navigate to Xbox One GDK platform settings. Under the Development category, add the following entry to the Debug Network Ports setting:
+Settings

+

Packaging

+

Banks for the Xbox One are expected to be located in the XboxOne sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the Xbox One specific banks add the following lines to the appropriate Unreal config file from the table below e.g. Platforms\XB1\Config\XB1Game.ini, replacing MyGame with your project's name:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Unreal versionFMOD Studio bank folderUnreal platformUnreal config file
4.25XboxOneXboxOneAnvilPlatforms\XboxOneAnvil\Config\XboxOneAnvilGame.ini
4.25+, 4.26, 4.27XboxOneXboxOneGDKPlatforms\XboxOneGDK\Config\XboxOneGDKGame.ini
5.0 onwardsXboxOneXB1Platforms\XB1\Config\XB1Game.ini
+
UE4.X & UE5.0
+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
+
+[Staging]
++WhitelistDirectories=MyGame/Content/FMOD/XboxOne
+
+ +
UE5.1 onwards
+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
+
+[Staging]
++AllowedDirectories=MyGame/Content/FMOD/XboxOne
+
+ +

Disabling the Unreal Audio Device

+

FMOD will not work with inbuilt Unreal audio on Xbox One. You will need to disable the Unreal Audio Device by adding/editing the appropriate Unreal engine config file from the table below e.g. Config\XboxOneGDK\XboxOneGDKEngine.ini with the following section:

+ + + + + + + + + + + + + + + + + + + + + +
Unreal versionUnreal engine config file
4.25Config\XboxOneAnvil\XboxOneAnvilEngine.ini
4.25+, 4.26, 4.27Config\XboxOneGDK\XboxOneGDKEngine.ini
5.0 onwardsConfig\XB1\XB1Engine.ini
+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +

8.2.3 Desktop

+

Packaging

+

Banks for Game Core Desktop are expected to be located in the Desktop sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

The Unreal Build Tool will block packaging of the Desktop directory unless it is explicitly whitelisted. To whitelist the directory add the following lines to the appropriate Unreal config file from the table below e.g. Platforms\WinGDK\Config\WinGDKGame.ini, replacing MyGame with your project's name:

+ + + + + + + + + + + + + + + + + + + + + + + +
Unreal versionFMOD Studio bank folderUnreal platformUnreal config file
4.25DesktopWinAnvilPlatforms\WinAnvil\Config\WinAnvilGame.ini
4.25+ onwardsDesktopWinGDKPlatforms\WinGDK\Config\WinGDKGame.ini
+
UE4.X & UE5.0
+
[Staging]
++WhitelistDirectories=MyGame/Content/FMOD/Desktop
+
+ +
UE5.1 onwards
+
[Staging]
++AllowedDirectories=MyGame/Content/FMOD/Desktop
+
+ +

8.3 iOS

+

8.3.1 Packaging

+

Banks for iOS are expected to be located in the Mobile sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the iOS banks from the Mobile sub-directory, add these lines to Platforms\IOS\Config\IOSGame.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
+
+ +

If you do insist on modifying the integration source code and using the Desktop sub-directory instead of the Mobile sub-directory, add these lines to Platforms\IOS\Config\IOSGame.ini instead, replacing mygame with your project's name:

+

UE4.X & UE5.0

+
[Staging]
++WhitelistDirectories=cookeddata/mygame/content/fmod/desktop
+
+ +

UE5.1 onwards

+
[Staging]
++AllowedDirectories=cookeddata/mygame/content/fmod/desktop
+
+ +

8.3.2 Disabling the Unreal Audio Device

+

FMOD will not work with inbuilt Unreal audio on iOS. You will need to disable the Unreal Audio Device by creating a new file Config\IOS\IOSEngine.ini with this section:

+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +
+

4.24
+The location of IOSGame.ini is Config\IOS\IOSGame.ini

+
+

8.3.3 Building for iOS on Windows

+

Using remote build to build for iOS on Windows using the FMOD Studio plugin requires some additional files to be copied to the remote Mac. To tell Unreal to copy the additional files add a file named RsyncProject.txt to the directory <ue_project_root>/Build/Rsync (you may need to create this directory). The RsyncProject.txt file needs to contain this line:

+
+ /Plugins/FMODStudio/Binaries/IOS/**
+
+ +

8.4 tvOS

+

To build for tvOS, make sure FMODStudio is in your game's directory and not in the Engine plugins directory.

+

8.4.1 Packaging

+

Banks for tvOS are expected to be located in the Mobile sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the correct banks add these lines to Platforms\TVOS\Config\TVOSGame.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
+
+ +
+

4.24
+The location of TVOSGame.ini is Config\TVOS\TVOSGame.ini

+
+

8.4.2 Disabling the Unreal Audio Device

+

FMOD will not work with inbuilt Unreal audio on tvOS. You will need to disable the Unreal Audio Device by creating a new file Config\TVOS\TVOSEngine.ini with this section:

+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +

8.5 Linux

+

To deploy on linux, you will need to rebuild the engine from source via github. For compiling linux from windows, see this page for instructions how to get up and running with Unreal. Then, add in both the fmodstudio linux .zip and windows .zip on top of each other into the engine plugins directory.

+

The last thing you will need to do is to get the FMOD .so libraries into a directory that the executable can read them. The easiest way is to copy them from

+
<DeployedDir>\Engine\Plugins\FMODStudio\Binaries\Linux\x86_64
+
+ +

to

+
<DeployedDir>\<GameName>\Binaries\Linux
+
+ +

To see what directories the .so files can be located, look at LinuxToolChain.cs. Currently there are only a set of hard coded directories that are supported.

+

8.6 macOS

+
+

This has been solved in UE 4.27 and above, the following is only required if you are using an older version of Unreal.

+
+

To make a packaged build runnable on your local machine, execute the following command from the command shell:

+
install_name_tool -add_rpath @executable_path/../Unreal/YourGame/Plugins/FMODStudio/Libs/Mac /Path/To/YourGame.app/Contents/MacOS/YourGame
+
+ +

8.7 PS4

+

8.7.1 Packaging

+

Banks for the PS4 are expected to be located in the PS4 sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the PS4 specific banks add these lines to Platforms\PS4\Config\PS4Game.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS4")
+
+ +

8.8 PS5

+

8.8.1 Packaging

+

Banks for the PS5 are expected to be located in the PS5 sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the PS5 specific banks add these lines to Platforms\PS5\Config\PS5Game.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS5")
+
+ +

8.8.2 Using Controller Vibration

+

To enable vibration for the PS5 controller add these lines to Config\PS5\PS5Engine.ini:

+

Unreal Engine 4

+
[/Script/Engine.InputSettings]
+AdvancedVibrationMode=true
+
+ +

Unreal Engine 5

+
[SonyController]
+bAdvancedVibrationMode=true
+
+ +

8.8.3 Disabling the Unreal Audio Device

+

FMOD will not work with built-in Unreal audio on PS5 without some engine modification. In most cases you should disable the Unreal Audio Device by adding/editing Config\PS5\PS5Engine.ini with the following section:

+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +

8.8.4 Enabling built-in Unreal audio alongside FMOD

+

See this forum post for details.

+

8.9 Switch

+

8.9.1 Packaging

+

Banks for the Switch are expected to be located in the Switch sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the Switch specific banks add these lines to Platforms\Switch\Config\SwitchGame.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Switch")
+
+ +

8.9.2 Live Update

+

If Live Update has been enabled in the FMOD for Unreal Settings, the integration will attempt to open a port on the Dev Kit for FMOD Studio to connect to.

+

If the integration is unsuccessful it will print out the reason to the logs, otherwise you will see the IP address used in the log:

+
IP address: 192.168.1.189
+
+ +

8.10 Xbox One

+

8.10.1 Enabling XboxOne Microphone Input

+

To enable FMOD Studio the use of any microphone input, including Kinect, on the Xbox One. The Engine ini file specific for the platform, located in /Config/XboxOne/XboxOneEngine.ini, needs to have the following lines added:

+
[AppxManifest]
+Package.Capabilities.mx:Capability[0].Name=kinectAudio
+Package.Capabilities.mx:Capability[1].Name=kinectGamechat
+
+ +

8.10.2 Enabling Live Update

+

To enable Live Update the Unreal Xbox One project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the Project Settings editor from the Edit menu, then navigate to Xbox One platform settings. Under the Network category, add the following entries to the Secure Socket Descriptions and Secure Socket Associations settings:
+Settings

+

8.10.3 Packaging

+

Banks for the Xbox One are expected to be located in the XboxOne sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.

+

To package the Xbox One specific banks add these lines to Platforms\XboxOne\Config\XboxOneGame.ini:

+
[/Script/UnrealEd.ProjectPackagingSettings]
+-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
++DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
+
+ +

8.10.4 Disabling the Unreal Audio Device

+

FMOD will not work with inbuilt Unreal audio on Xbox One. You will need to disable the Unreal Audio Device by creating a new file Config\XboxOne\XboxOneEngine.ini with this section:

+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +

8.10.5 Copying dll's to build

+
+

This has been solved in 2.01.07, you only need to follow these steps if you are using an older version.

+
+

Add the following to GetFilesToDeployOrStage in XboxOnePlatform.Automation.cs, before the end of the function:

+
// FMOD code start
+DirectoryReference FMODDLLPath = null;
+if (Directory.Exists(Path.Combine(SC.ProjectRoot.ToString(), "Plugins/FMODStudio")))
+{
+    FMODDLLPath = DirectoryReference.Combine(SC.ProjectRoot, "Plugins/FMODStudio/Binaries/XBoxOne/");
+}
+else if (Directory.Exists(Path.Combine(SC.LocalRoot.ToString(), "Engine/Plugins/FMODStudio")))
+{
+    FMODDLLPath = DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/FMODStudio/Binaries/XBoxOne/");
+}
+else
+{
+    LogError("Failed to find FMODStudio plugin in game or engine directory");
+}
+if (FMODDLLPath != null)
+{
+    Log.TraceInformation("Copying FMOD dlls to loose directory: " + RelativeBinPath);
+    StagedDirectoryReference RelativeBinPathRef = new StagedDirectoryReference(RelativeBinPath);
+    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmod.dll"), RelativeBinPathRef, SC);
+    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodL.dll"), RelativeBinPathRef, SC);
+    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudio.dll"), RelativeBinPathRef, SC);
+    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudioL.dll"), RelativeBinPathRef, SC);
+}
+// FMOD code end
+
+ +

Add the following to PrepTargetForDeployment in XboxOneDeploy.cs, in the same scope as 'DestDir':

+
// FMOD code start
+string FMODDLLPath = null;
+if (Directory.Exists(Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio")))
+{
+    FMODDLLPath = Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio/Binaries/XBoxOne/");
+}
+else if (Directory.Exists(Path.Combine(RelativeEnginePath, "Plugins/FMODStudio")))
+{
+    FMODDLLPath = Path.Combine(RelativeEnginePath, "Plugins/FMODStudio/Binaries/XBoxOne/");
+}
+else
+{
+    Log.TraceWarning("Failed to find FMODStudio plugin in game or engine directory");
+}
+if (FMODDLLPath != null)
+{
+    Log.TraceInformation("...copying the FMOD dlls...");
+    string FMODDLLName = "fmod.dll";
+    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
+    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
+    FMODDLLName = "fmodL.dll";
+    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
+    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
+    FMODDLLName = "fmodstudio.dll";
+    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
+    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
+    FMODDLLName = "fmodstudioL.dll";
+    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
+    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
+}
+// FMOD code end
+
+ +

8.10.6 Submission Validator

+

The XboxOne validaition tool uses _NT_SYMBOL_PATH environment variable to know where to look for PDBs.
+In 'XboxOnePlatform.Automation.cs' is where Unreal overrides _NT_SYMBOL_PATH:

+
EnvironmentVariables.Add("_NT_SYMBOL_PATH", Params.GetProjectBinariesPathForPlatform(UnrealTargetPlatform.XboxOne).ToString());
+
+ +

We want to change this to add to it:

+
string SymbolPath = Params.GetProjectBinariesPathForPlatform(UnrealTargetPlatform.XboxOne).ToString() + ";" + CommandUtils.GetEnvVar("_NT_SYMBOL_PATH");
+EnvironmentVariables.Add("_NT_SYMBOL_PATH", SymbolPath);
+
+ +

Now it keeps the original value as well as adding its own path.

+

Then, on your build machine you need to set the value of _NT_SYMBOL_PATH to where the FMOD PDBs will be.
+Eg. "[MyGame]\Plugins\FMODStudio\Binaries\XBoxOne" or "[MyGame]\Platforms\XboxOne\Plugins\FMODStudio\Binaries".

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/plugins.html b/hwanyoung2/Plugins/FMODStudio/Docs/plugins.html new file mode 100644 index 00000000..a4c28b28 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/plugins.html @@ -0,0 +1,53 @@ + + +Plugins + + + + +
+ +
+

4. Plugins

+

FMOD Studio projects can be set up to use third party plugins. These can include custom DSP effects that are created in-house or commercial products that can be used with FMOD Studio.

+

4.1 Adding plugins to the project

+

The plugins must be loaded at runtime so that they are there when loading the banks that need them. Plugins are set up in the project settings Advanced section.

+

Plugins

+

Each entry should be the filename of the plugin, without any extension. Any plugin files required should be added to the FMODStudio/Binaries/Platform/ directory.

+

For example, to use fmod_gain.dll on Win64 builds, you should add the file here:

+
FMODStudio/Binaries/Win64/fmod_gain.dll
+
+ +

4.2 Deploying FMOD plugins

+

You will need to make sure the plugins are deployed as well. Unreal deployment doesn't have access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.

+

Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).

+

For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:

+
fmod_gain
+
+ +

Check the Platform Specifics for information relating to plugins on specific platforms.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/scripts/language-selector.js b/hwanyoung2/Plugins/FMODStudio/Docs/scripts/language-selector.js new file mode 100644 index 00000000..71e752a3 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/scripts/language-selector.js @@ -0,0 +1,98 @@ +var languageTabs = null; +var languageSpecificElements = null; +var availableLanguages = null; + +// Helper function to iterate over an HTMLCollection or NodeList (https://stackoverflow.com/questions/3871547/js-iterating-over-result-of-getelementsbyclassname-using-array-foreach) +function forEachElement(collection, func) { + Array.prototype.forEach.call(collection, func); +} + +function matchLanguage(el, lang) { + if (lang == "language-all" || el.classList.contains("language-all")) { + return true; + } else if ((lang === "language-c" || lang === "language-cpp") && el.classList.contains("language-c-cpp")) { + return true; + } else { + return el.classList.contains(lang); + } +} + +function setLanguage(lang) { + if (languageSpecificElements == null) { + return; + } + + window.localStorage.setItem("FMOD.Documents.selected-language", lang); + + if (availableLanguages.length > 0 && !availableLanguages.includes(lang)) { + lang = availableLanguages[0]; + } + + forEachElement(languageTabs, function(el) { + var ellang = el.attributes['data-language'].value; + + if (ellang === lang) { + el.classList.add("selected"); + } else { + el.classList.remove("selected"); + } + }); + + forEachElement(languageSpecificElements, function(el) { + if (matchLanguage(el, lang)) { + el.style.display = 'block'; + } else { + el.style.display = 'none'; + } + }); + + window.localStorage.setItem("FMOD.Documents.selected-language", lang); +} + +function init() { + var docsBody = document.querySelector("div.manual-content.api"); + + if (docsBody) { + // API docs + + // Setup language tabs + languageTabs = docsBody.getElementsByClassName("language-tab"); + + forEachElement(languageTabs, function(el) { + el.onclick = function() { setLanguage(this.attributes['data-language'].value); } + }); + + // Cache language specific elements on the page + languageSpecificElements = docsBody.querySelectorAll(".language-c, .language-cpp, .language-c-cpp, .language-csharp, .language-javascript"); + + // Determine languages used on the page + availableLanguages = []; + ["language-c", "language-cpp", "language-c-cpp", "language-csharp", "language-javascript"].forEach(function(lang) { + if (docsBody.querySelector("." + lang) != null) { + availableLanguages.push(lang); + } + }); + + if (availableLanguages.indexOf("language-c-cpp") >=0) { + if (availableLanguages.indexOf("language-c") < 0) availableLanguages.push("language-c"); + if (availableLanguages.indexOf("language-cpp") < 0) availableLanguages.push("language-cpp"); + } + // Set initial language + var lang = window.localStorage.getItem("FMOD.Documents.selected-language"); + + if (lang == null) { + lang = "language-cpp"; + } + + setLanguage(lang); + } +} + +if (typeof module !== 'undefined') { + module.exports = { initLanguageSelector: init }; +} else { + // Call our init function when the document is loaded. (https://plainjs.com/javascript/events/running-code-when-the-document-is-ready-15/) + if (document.readyState != 'loading') init(); + else if (document.addEventListener) document.addEventListener('DOMContentLoaded', init); + else document.attachEvent('onreadystatechange', function() { if (document.readyState == 'complete') init(); }); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/settings.html b/hwanyoung2/Plugins/FMODStudio/Docs/settings.html new file mode 100644 index 00000000..b7fd7bdc --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/settings.html @@ -0,0 +1,284 @@ + + +Settings + + + + +
+ +
+

3. Settings

+

FMOD For Unreal adds a number of configuration options to the Project Settings editor.

+

Access the settings by opening the Project Settings editor from the Edit menu, then navigate to the FMOD Studio plugin settings:
+Settings

+
+

All of the settings are stored in the default engine configuration file and can be manually edited there if desired.

+
+

3.1 Basic

+

3.1.1 Load All Banks

+

When enabled the metadata from all FMOD bank files is loaded at startup.

+
Default: Enabled
+
+

3.1.2 Load All Sample Data

+

When enabled the sample data from all FMOD bank files is loaded at startup. Only effective when Load All Banks is also enabled.

+
Default: Disabled
+
+

3.1.3 Enable Live Update

+

When enabled FMOD Studio Live Update can connect to non-final builds of the game while running.

+
Default: Enabled
+
+

3.1.4 Enable Editor Live Update

+

When enabled FMOD Studio Live Update can connect to the editor.

+
Default: Disabled
+
+

3.1.5 Bank Output Directory

+

Path to the FMOD Studio built banks output directory, relative to the project's Content directory. See Studio Bank Output Directory in the user guide for more information.

+
Default: FMOD
+
+

3.1.6 Output Format

+

Project output format, this should match the FMOD Studio project Surround Speaker Mode.

+
Default: Surround_5_1
+
+

3.1.7 Output Type

+

Built-in output types that can be used to run the mixer.

+
Default: TYPE_AUTODETECT
+
+

3.2 Localization

+

3.2.1 Locales

+

List of project locales. This should match the locales configured for the FMOD Studio project. See Localization in the user guide for more information.

+

Each entry in the list has three members:

+
    +
  1. Locale Name: This is the name of the locale displayed in the UI (e.g. in Blueprints).
  2. +
  3. Locale Code: This must match the locale code used for the corresponding locale in the FMOD Studio project.
  4. +
  5. Default: Make this locale active at startup. Only one locale should be marked as default.
  6. +
+

When loading banks, banks which correspond to the active locale are loaded while banks which correspond to any other recognized locale are skipped.

+

3.3 Init

+

3.3.1 Vol 0 Virtual Level

+

Sets the signal level at which Channels are virtualized. This corresponds directly to the vol0virtual member of FMOD_ADVANCED_SETTINGS in the Core API.

+
Default: 0.0001
+
+

3.3.2 Sample Rate

+

The sample rate for the FMOD mixer. This corresponds to the samplerate parameter of FMOD::System::setSoftwareFormat in the Core API.

+
Default: 0 (uses the default sample rate for the platform)
+
+

3.3.3 Match Hardware Sample Rate

+

When enabled attempt to match the sample rate for the FMOD mixer with the output driver's sample rate.

+
Default: Enabled
+
+

3.3.4 Real Channel Count

+

The maximum number of active Channels. This corresponds to the numsoftwarechannels parameter of FMOD::System::setSoftwareChannels in the Core API.

+
Default: 64
+
+

3.3.5 Total Channel Count

+

The maximum number of Channels to be used in FMOD. This corresponds to the maxchannels parameter of FMOD::Studio::System::initialize in the Studio API.

+
Default: 512
+
+

3.3.6 DSP Buffer Length

+

The mixer block length for the FMOD mixer. This corresponds to the bufferlength parameter of FMOD::System::setDSPBufferSize in the Core API.

+
Units: samples
+Default: 0 (uses the default DSP buffer length for the platform)
+
+

3.3.7 DSP Buffer Count

+

The number of mixer blocks for the FMOD mixer to use. This corresponds to the numbuffers parameter of FMOD::System::setDSPBufferSize in the Core API.

+
Default: 0 (uses the default DSP buffer count for the platform)
+
+

3.3.8 File Buffer Size

+

File buffering chunk size. This corresponds to the blockalign parameter of FMOD::System::setFileSystem in the Core API.

+
Units: bytes
+Default: 2048
+
+

3.3.9 Studio Update Period

+

Update period of FMOD Studio. This corresponds to the studioupdateperiod member of FMOD_STUDIO_ADVANCEDSETTINGS in the Studio API.

+
Units: milliseconds
+Default: 0 (uses the default update period for FMOD Studio)
+
+

3.3.10 Initial Output Driver Name

+

Name of output driver to choose at start up. If this is not empty the available output drivers are enumerated at start up and if a driver with a matching name is found then that driver is selected for output.

+
Default: Empty (uses the default output driver)
+
+

3.3.11 Lock All Buses

+

When enabled all buses in the global mixer are locked when the master bank is loaded. This ensures that all buses in the global mixer are created.

+
Default: Disabled
+
+

3.3.12 Memory Pool Sizes

+

Size of memory pool to use on each platform. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.

+
Units: bytes
+Default: 0
+
+

3.4 Advanced

+

3.4.1 Live Update Port

+

TCP port to listen on for FMOD Studio Live Update connections when running non-final builds of the game.

+
Default: 9264
+
+

3.4.2 Editor Live Update Port

+

TCP port to listen on for FMOD Studio Live Update connections when running the editor.

+
Default: 9265
+
+

3.4.3 Reload Banks Delay

+

Delay before automatically reloading modified banks from disk. This can be extended if building banks takes a long time and Unreal tries to reload banks before building is completed. Set to 0 to disable automatic bank reloading.

+
Units: seconds
+Default: 5
+
+

3.4.4 Enable API Error Logging

+

Will log internal API errors when enabled.

+
Default: Disabled
+
+

3.4.5 Enable Memory Tracking

+

Enables FMOD's detailed memory tracking for non-final builds. This corresponds to setting the FMOD_STUDIO_INIT_MEMORY_TRACKING flag into the studioflags when initializing the Studio API.

+
Default: Disabled
+
+

3.4.6 Plugin Files

+

List of FMOD Studio plugins to be loaded when the system starts up. See Plugins for more information.

+

3.4.7 Content Browser Prefix

+

Root directory for FMOD assets.

+
Default: /Game/FMOD/
+
+

3.4.8 Force Platform Name

+

Override platform name for loading banks at runtime.

+
Default: Empty (use default platform name)
+
+

3.4.9 Master Bank Name

+

Name of master bank (without extension). Must match the FMOD Studio project.

+
Default: Master
+
+

3.4.10 Skip Load Bank Name

+

String to filter banks loaded when Load All Banks is enabled. If Skip Load Bank Name is not empty then any bank with a name containing the specified string will be skipped by automatic bank loading.

+
Default: Empty
+
+

3.4.11 Encryption Key

+

Key for loading encrypted banks. This corresponds to the encryptionkey member of FMOD_STUDIO_ADVANCEDSETTINGS in the Studio API.

+

3.4.12 Wav Writer Path

+

File name that the wav writer will output to. If this is not empty then the runtime FMOD Studio system will use FMOD_OUTPUTTYPE_WAVWRITER and the mixed audio produced by FMOD will be sent to the specified file. There will be no audible output when using this setting.

+
Default: Empty
+
+

3.4.13 Logging Level

+

Logging level for non-final builds. The logging levels correspond to the similarly named FMOD_DEBUG_LEVEL_XXX flags used by the FMOD::Debug_Initialize function in the Core API.

+
Default: LEVEL NONE
+
+

3.4.14 Occlusion Parameter

+

Name of event parameter to automate using Unreal occlusion ray casts. See Occlusion Settings for more information.

+
Default: Empty
+
+

3.4.15 Ambient Volume Parameter

+

Name of event parameter to automate using Unreal ambient zone volume settings. See Ambient Zone Settings for more information.

+
Default: Empty
+
+

3.4.16 Ambient LPF Parameter

+

Name of event parameter to automate using Unreal ambient zone LPF settings. See Ambient Zone Settings for more information.

+
Default: Empty
+
+

3.5 Platform Settings

+

Used to specify individual settings for different platforms.

+

3.5.1 Platform

+

Name of the platform.

+

Real Channel Count

+

The maximum number of active channels. This corresponds to the numsoftwarechannels parameter of FMOD::System::setSoftwareChannels in the Core API.

+
Default: 64
+
+

Sample Rate

+

The sample rate for the FMOD mixer. This corresponds to the samplerate parameter of FMOD::System::setSoftwareFormat in the Core API.

+
Default: 0 (uses the default sample rate for the platform)
+
+

Speaker Mode

+

Project output format, this should match the FMOD Studio project Surround Speaker Mode.

+
Default: Surround_5_1
+
+

Output Type

+

Built-in output types that can be used to run the mixer.

+
Default: TYPE_AUTODETECT
+
+

Custom Pool Size

+

Size of memory pool to use. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.

+
Units: bytes
+Default: 0
+
+

Codecs

+

Specifying one or more of the codec maximums will help determine the maximum CPU usage of playing FMOD_CREATECOMPRESSEDSAMPLE Sounds of that type as well as the memory requirements.

+

3.6 Packaging

+

As well as settings exposed by FMOD For Unreal you will need to add the directory containing the FMOD bank files to the Additional Non-asset Directory To Copy setting in Unreal's Project - Packaging settings. The FMOD Studio settings UI will prompt you to update this setting if it is not correctly configured. See Packaging banks in the user guide for more information.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/style/DINWeb-Medium.woff b/hwanyoung2/Plugins/FMODStudio/Docs/style/DINWeb-Medium.woff new file mode 100644 index 00000000..5c098aff Binary files /dev/null and b/hwanyoung2/Plugins/FMODStudio/Docs/style/DINWeb-Medium.woff differ diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/style/DINWeb.woff b/hwanyoung2/Plugins/FMODStudio/Docs/style/DINWeb.woff new file mode 100644 index 00000000..5aaa4b82 Binary files /dev/null and b/hwanyoung2/Plugins/FMODStudio/Docs/style/DINWeb.woff differ diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/style/code_highlight.css b/hwanyoung2/Plugins/FMODStudio/Docs/style/code_highlight.css new file mode 100644 index 00000000..631bc92f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/style/code_highlight.css @@ -0,0 +1,69 @@ +.highlight .hll { background-color: #ffffcc } +.highlight { background: #f8f8f8; } +.highlight .c { color: #408080; font-style: italic } /* Comment */ +.highlight .err { border: 1px solid #FF0000 } /* Error */ +.highlight .k { color: #008000; 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+ background-color: #f1f1f1; + overflow: auto; + padding: 6px; +} + +.highlight pre { + margin: 0; +} + +code { + background-color: #eeeeee; + color: black; +} + +pre code { + display: block; + padding: 5px; + overflow: auto; +} + +blockquote { + background-color: #eeeeee; + margin: 0px; + padding: 15px; +} + +ol li ol { + list-style-type: lower-alpha; +} + + +.manual-toc { + color: black; + background-color: #d6dceb; + font-weight: bold; + + display: block; + float: right; + width: 20%; + min-width: 300px; + top: 0; + z-index: 10000; + margin-left: 20px; +} + +@media (max-width: 600px) { + .manual-content { + position: static; + min-width: 0; + padding: 20px 30px 20px !important; + } + .manual-toc { + float: none; + width: auto; + min-width: 0; + margin-left: 0; + margin-right: 0; + } +} + +@media (min-width: 601px) and (max-width: 992px) { + .manual-content { + position: static; + min-width: 0; + } + .manual-toc { + float: none; + width: auto; + min-width: 0; + margin-left: 0; + margin-right: 0; + } +} + +@media (min-width: 993px) and (max-width: 1367px) { + body { + margin-left: 24px; + margin-right: 24px; + max-width: 100%; + } + .manual-content { + min-width: 300px; + } + .manual-toc { + float: right; + max-width: 300px; + min-width: 100px; + width: auto; + padding-left: 1em; + padding-right: 1em; + } +} + +.manual-toc p { + color: black; + font-size: larger; + text-align: center; + margin-top: 0; + margin-bottom: 0; + padding-top: 1em; +} + +.manual-toc > ul { + padding: 0px; + margin-block-start: 1em; +} + +.manual-toc > ul > li { + padding: 12px; + list-style-position: inside; +} + +.manual-toc ul { list-style-type: none; } +.manual-toc ul { counter-reset: toc-level-1; } +.manual-toc li { counter-increment: toc-level-1; } +.manual-toc li > a:before { content: counter(toc-level-1)". 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+ +
+

9. Troubleshooting

+

If you are experiencing an issue with the integration and none of the topics below help, visit to our Q&A Forum.

+

9.1 Check the plugin is installed

+

You should see a shortcut to the manual is available under the help menu, that means the plugin is in the right place and has been enabled.

+

Unreal Help Menu

+

If you see the FMOD Help in the manual, then the plugin installed correctly. If you don't see FMOD help, it isn't installed.

+

9.2 Project Output Format

+

If you have modified the project output format in your FMOD Studio project, you will need to update your Unreal project settings to match.
+This can be found under "Edit > Project Settings > FMOD Studio > Output Format". Keep in mind that this must match the Studio project settings in order for the mix to behave correctly.

+

9.3 Content Changes

+

The editor does not mark FMOD assets as read-only, so there is nothing stopping the user from trying to rearrange the folder structure.
+However any such changes aren't going to change the underlying Studio project, so the changes will be lost next time Unreal is restarted.

+

9.3.1 Asset Paths

+

The inbuilt Unreal asset serialization stores asset by full path, not by GUID. This means that if you rename events or folders in the Studio Tool, then any references in Unreal levels will be lost. For now the only workaround is to avoid renaming events or folders once you have started using them in levels.

+

9.4 Deployment Issues

+

See the Deployment page for information about issues with deployment.

+

If you Launch your game and there is no sound playing or there is error loading the FMODStudio module, it an issue with Deployment.

+

9.5 Live Update

+

If Live Update is enabled and the FMOD Studio will error when it fails to open the required network port. If this is a problem, then Live Update can be disabled in the Project Settings window.

+

9.6 Additional Logging

+

To help track down problems, verbose logging can be turned on for FMOD For Unreal. Add the following command line to the Unreal editor:

+
-LogCmds="LogFMOD verbose"
+
+ +

9.7 Blueprint only projects

+

Packaging a blueprint only project containing FMOD for Unreal will result in an error:

+
"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
+
+ +

The only way to work around this is to add a blank code class to the project and build the resulting solution before packaging again.
+This is mentioned by Epic on their forum: Unable to run plugins when packaged.

+

9.8 Audio not muted when game loses focus

+

FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an OnApplicationActivationStateChanged callback and write code to mute the FMOD master bus. Here is an example :

+
void AExampleGameMode::InitFMODFocusChangeCallback()
+{
+    FSlateApplication::Get().OnApplicationActivationStateChanged()
+        .AddUObject(this, &AExampleGameMode::OnWindowFocusChanged);
+}
+
+void AExampleGameMode::OnWindowFocusChanged(bool bIsFocused)
+{
+#if !WITH_EDITOR
+    if (IFMODStudioModule::IsAvailable())
+    {
+        FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
+        FMOD::Studio::Bus* masterBus;
+        StudioSystem->getBus("bus:/", &masterBus);
+        masterBus->setMute(!bIsFocused);
+    }
+#endif
+}
+
+ +

9.9 EndPlay with Play-In-Editor

+

Normally cleaning up in EndPlay() is valid and safe to do for your game, but during Play-In-Editor EndPlay doesn't get triggered until after the FMODStudio Module has already been shutdown. This isn't such an issue with Studio API, as when the System gets released it cleans up all of it's managed handles. The issue is when using the Core API because you need to manage it's objects yourself.

+

We have a delegate that you can hook into, which will fire off a function before the FMOD System has been shutdown. You can access the delegate using IFMODStudioModule::Get().PreEndPIEEvent().

+

Eg.

+
void AMyActor::BeginPlay()
+{
+#if WITH_EDITOR
+    IFMODStudioModule::Get().PreEndPIEEvent().AddUObject(this, &AMyActor::ShutdownFunction);
+#endif
+}
+
+void AMyActor::EndPlay()
+{
+#if WITH_EDITOR
+    IFMODStudioModule::Get().PreEndPIEEvent().RemoveAll(this);
+#else
+    ShutdownFunction();
+#endif
+}
+
+void AMyActor::ShutdownFunction()
+{
+    if (channel)
+    {
+        channel->stop();
+    }
+    if (sound)
+    {
+        sound->release();
+    }
+}
+
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/user-guide.html b/hwanyoung2/Plugins/FMODStudio/Docs/user-guide.html new file mode 100644 index 00000000..24f4e37a --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/user-guide.html @@ -0,0 +1,739 @@ + + +User Guide + + + + +
+
+

Unreal Integration 2.02

+ +
+
+

2. User Guide

+

FMOD For Unreal is a plugin that allows you to use the FMOD APIs and projects from the FMOD Studio authoring tool in your Unreal game.

+

Normally you will just need one copy of the integration. If you develop for multiple platforms at once, you can copy multiple integrations over the top of each other.

+

2.1 Installing the integration

+

The FMOD for Unreal integration is delivered as a set of plugins. You must install the integration plugin for the host platform which you are developing on, and may need to install additional integration plugins for other platforms which you are targeting.

+

FMOD for Unreal can be installed in either the project or engine directory.

+

2.1.1 Host Platform Integration

+

The supported host platforms are Windows, Mac and Linux.

+

The integration packages for these platforms should be extracted to MyGame\Plugins\ (replace MyGame with the root directory of your Unreal project or Unreal Engine and create the Plugins folder if it does not already exist). After extracting the base package into MyGame\Plugins you should have this structure:

+

Host Platform Integration

+

2.1.2 Additional Platforms

+

After installing the integration plugin for your host platform you may need to install additional plugins for other platforms which you are targeting.

+

Windows Desktop

+

Install the Windows plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely.

+

Universal Windows Platform

+

UWP support is included in the Windows plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely.

+

Linux

+

Install the Linux plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | Linux section for more information.

+

MacOS

+

Install the Mac plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | macOS section for more information.

+

iOS

+

iOS support is included in the Mac plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | iOS section for more information.

+

tvOS

+

tvOS support is included in the Mac plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | tvOS section for more information.

+

Android

+

Android support is included in the Windows plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | Android section for more information.

+

PS4

+

Install the PS4 plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | PS4 section for more information.

+

PS5

+

Install the PS5 plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | PS5 section for more information.

+

XBox One

+

Install the Xbox One plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | Xbox One section for more information.

+

XBox Series X|S

+

Install the XBox Series X|S plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | Xbos Series X|S section for more information.

+

Switch

+

Install the Switch plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | Switch section for more information.

+

2.1.3 Platform Specific Integrations

+

When adding additional platform specific integration packages you should extract them directly into the project root directory. After extracting them you should have this kind of structure:

+

Platform Specific Integrations

+

Additional platform specific installation instructions may be included in the Platform Specifics section. Most platforms will require additional config files. Refer to the Platform Specifics section for more information. Otherwise see the TroubleShooting section.

+

2.2 Setting up your project

+

After adding The FMOD UE4 integration to your project or engine, you will need to restart the Unreal Editor before you can access it.
+There are settings in both Unreal and FMOD Studio that need to be configured to link the two together.

+

In order to access your FMOD Studio content, the plugin will need to locate the .bank files that FMOD Studio produces.
+By default the plugin looks in the '{MyProject}/Content/FMOD' directory for the platform folders containing banks.
+You can either manually copy them or use the 'Validate FMOD' option from the plugin in Unreal to connect to FMODStudio and build the banks directly into the project.

+

2.2.1 Manually

+

From your FMOD Studio Project, select "Edit > Preferences..." ("FMOD Studio > Preferences..." on Mac) and select the build tab. Set your built banks output directory to a directory called "FMOD" under your game's content path.

+

Studio export path

+

Now select "File > Build". This will build bank files for events that have been assigned to banks. You should do this whenever project data has been modified.

+

2.2.2 Validate FMOD

+

You can run the "Help > Validate FMOD" option in the Unreal Help menu at any time, this can help with making sure the plugin settings are up to date and prepared for deployment.

+

FMOD Help

+

If an issue is detected in the settings then you will also see this popup that can be used to start the 'Validate' process.

+

Popup

+

If you have the FMOD Studio Project open 'Validate' will allow the plugin to connect to it and gather more information to add the the plugin settings. It finds and fixes common issues, and can automatically link your FMOD Studio project for you!

+

Running validate will do the following:

+
    +
  • Connecting to your FMODStudio project. (requires FMODStudio running)
  • +
  • Checking that the versions of the code, the libs and FMODStudio all match. (requires connection to FMODStudio)
  • +
  • Your FMOD Studio bank export path is correct. (requires connection to FMODStudio)
  • +
  • Linking to your FMODStudio banks.
  • +
  • Studio events have been added to the banks.
  • +
  • Importing locale options from your Studio project. (requires connection to FMODStudio)
  • +
  • Adding plugins to the FMOD settings.
  • +
  • Adding FMOD files and uassets to the packaging settings.
  • +
+

Validating FMOD

+

2.2.3 Confirm the Banks are Built and Loaded

+

Now, open Unreal and look at the content browser. The plug-in defaults to looking in '{MyProject}/Content/FMOD' directory for banks, so if you have exported banks there, assets should appear in the content window automatically. These represent items in your Studio project which update automatically when banks are built.

+

Content browser

+

For more information about banks, see the Banks page.

+

2.2.4 Naming Considerations

+

FMOD For Unreal will create Unreal assets to represent the objects in your FMOD Studio project. These are the assets you see in the content browser. The names of the assets are based on the names you use in FMOD Studio, but there are some limitations imposed by Unreal which may not apply in FMOD Studio:

+
    +
  • Unreal asset names may not contain spaces, tabs, or any of the following characters: "',/.:|&!~@#(){}[]=;^%$`
  • +
  • Unreal asset folder names may not contain spaces, tabs, or any of the following characters: "',\\|/&!~@#(){}[]=;^%$`
  • +
+

If you use any of these illegal characters in your FMOD Studio folder names or object names then the integration will generate a name for you by replacing the illegal characters. The generated names are not guaranteed to be unique and if a generated name duplicates another asset's name then one of the assets will be hidden by the other and the hidden asset will be inaccessible.

+

To avoid any unexpected behavior or confusion we recommend that FMOD Studio folder names and object names are named in line with the limitations imposed by Unreal.

+

2.2.5 Platform specific setup

+

Refer to Platform Specifics for details of additional platform dependent setup.

+

2.3 Making sounds

+

FMOD For Unreal provides multiple ways in which Studio events can be played.

+

2.3.1 Ambient Sounds

+

The simplest way to play a looping ambience, is to drag and drop an event from the content browser into a scene viewport.

+

Drag sample

+

For example, try dragging the Game/FMOD/Events/Ambience/Forest event into a level. This will create an FMODAmbientSound. Hit Play to begin playing in editor, and you should immediately hear the Forest ambience.

+

Make sure you drag an event into the main viewport. Dragging a bank into main viewport won't do anything.

+

2.3.2 Playing Sounds From Blueprint

+

Another easy way to trigger a sound is via blueprint. You can use the play event at location function to quickly trigger any given event.

+

Blueprint Sample

+

In the example shown below, the Single_Explosion event is triggered at the location of the camera, every time the spacebar is pressed.

+

Blueprint simple playback

+

2.3.3 Other avenues

+

Keep in mind that more advanced control is also available from blueprints. There are graph functions for playing and stopping events, setting parameters, and loading or unloading banks. You can also add FMODAudioComponents to blueprints, allowing you attach audio directly to an object.

+

2.4 Listener

+

FMOD can support up to 8 listeners in game. The listeners will follow the Unreal listeners which by default is attached to the camera, but we can move them by moving the Unreal listeners.

+

This is particularly useful for Third-Person and Top-Down style games.

+

2.4.1 Example

+

Using SetAudioListenerOverride allows you either attach the listener to a component or set the transform and rotation manually.

+

Listener Override

+

2.5 Working with Banks

+

Content created in FMOD Studio is exported into bank files. These bank files can then be loaded within Unreal using FMOD For Unreal. Banks can contain multiple events, which will implicitly pull in any audio assets they depend on.

+

Studio bank layout

+

Loading a bank will load all metadata, which contains information about all the events, parameters, and other data needed for all events assigned to that bank.

+

2.5.1 Studio Bank Output Directory

+

It is highly recommended that banks are exported to the Content directory of your project (see Deployment for more information). This can set via the built banks output directory setting in the FMOD Studio, which can be found in "Edit > Preferences..." on Windows (or "FMOD Studio > Preferences..." on Mac), under the Build tab.

+

Studio export path

+

When using the Unreal editor, as long as you match the FMOD Studio built banks output directory to the bank output directory specified in the Unreal project settings ("Edit > Project Settings > FMOD Studio"), the integration will find and load all bank content automatically.

+

Project Settings

+

2.5.2 Assigning Events to Banks

+

Before a new FMOD Studio event can be used in Unreal, it must first be assigned and built to a bank which can be loaded by Unreal. This can be done within FMOD Studio via the context menu of an event, or by dragging and dropping an event onto a bank.

+

Assign events to banks

+

Events are typically assigned to the same bank when they should be loaded and unloaded at the same time. For example, you might put all the events for the Goblin enemy within the Goblin bank.

+

Once you have assigned your events to a bank, you should rebuild your banks. This is done via the "File > Build..." menu item.

+

Build menu

+

2.5.3 Loading Banks within Unreal

+

The banks built in FMOD Studio are loaded in editor by the plugin, so that you can browse Events, Buses, Snapshots, etc. from the Studio Project. You are able to customize the way the banks are loaded in game, to suit your requirement, otherwise by default all the banks will be loaded at initialization.

+

In Editor

+

Within the Unreal editor, banks are loaded automatically as soon they are built. When correctly configured, any data within banks (e.g. events, mixer strips) should appear within the content browser under Game/FMOD by default.

+

Content view

+

In Game

+

FMOD For Unreal will load all banks by default. If you would like to manually control bank loading, this behavior can be disabled via the load all banks checkbox within the FMOD Studio settings dialog ("Edit > Project Settings > FMOD Studio").

+

If using split banks, make sure to load the assets bank first and using load sample data on the metadata bank.

+

Banks can then manually be loaded and unloaded using the Load Bank and Unload Bank blueprint functions.

+

Banks blueprint

+
+

The Master Bank does not need to be loaded manually. It is automatically loaded at startup.

+
+

2.6 Sequencer Integration

+

FMOD is integrated into Unreal Engine 4's Sequencer.

+

2.6.1 Adding FMOD Events to a Level Sequence

+

Events can be added in one of two ways:

+
    +
  1. +

    Ambient sounds already placed in the level may be possessed by the level sequence. Add ambient sound actors to the sequence by clicking the Add actor button button in the Sequencer editor and choosing the ambient sound actor to add. Alternatively the actor can be dragged from the World Outliner into the Sequencer editor.
    +Possess actor
    +Possessed events will retain any state set by the level sequence when playback is complete. The level sequence's Restore State setting can be enabled to restore the state of possessed events (and any other actors possessed by the level sequence).

    +
  2. +
  3. +

    New events may be spawned from Sequencer. Sequencer can spawn FMOD events during playback. To create a spawned event drag an FMOD event from the Content Browser into the Sequencer editor.
    +Spawned event
    +Spawned events will not automatically play when spawned.

    +
  4. +
+

2.6.2 Adding Event Sub-Tracks

+

Once added to a sequence additional sub-tracks are required to do anything interesting. Sub-tracks can be added by clicking the Add track button button in the object's track. FMOD adds two new sub-track types for events in addition to the standard Sequencer sub-tracks.

+
    +
  1. Event control tracks allow events to be played and stopped.
  2. +
  3. Parameter tracks allow event parameters to be animated using Sequencer's keyframe animation tools.
  4. +
+

Event tracks

+

2.6.3 Event Control Sub-Track

+

Keyframes on the event control sub-track can be used to Play or Stop the event.

+

Control track

+

2.6.4 Parameter Track

+

An FMOD Event Parameter Track allows additional sub-tracks to be added for each parameter in the targeted FMOD event. Additional sub-tracks can be added by clicking the Add parameter button button in the FMOD Event Parameter Track.

+

Parameter track

+

Keyframes may be added to the parameter sub-tracks to control the value of the event parameter during playback of the level sequence. The Unreal Engine 4 curve editor may be used to create rich curves for FMOD event parameters.

+

Parameter keyframe track

+

FMOD For Unreal is unable to validate the range of parameter values set by Sequencer. The FMOD Engine will clamp any parameter value outside the range specified in FMOD Studio.

+

2.7 Occlusion

+

FMOD For Unreal supports the use of ray casts, to drive a specified parameter, for per instance occlusion of sounds.

+

2.7.1 Occlusion Settings

+

To enable occlusion ray casts for FMOD in your Unreal project, set the name of the parameter that will be used for occlusion in Studio.

+

Occlusion Settings

+

If an Event contains this parameter, the integration will set the parameter value any time the occlusion value changes.
+You can disable occlusion, per instance, and adjust the Trace Channel in the Component Details window.

+

Occlusion Settings

+

2.8 Reverb Zones

+

FMOD For Unreal supports the use of the standard Unreal audio volumes to trigger Studio's advanced snapshot system.

+

2.8.1 Snapshot Reverb Effects

+

The workflow to use reverb zones is to set up snapshots in FMOD Studio. Snapshots can modify global reverb effects, change any bus volume, and modify any DSP value. To help trigger snapshots for reverb effects, the integration exports all snapshots as reverb effects in the FMOD/Reverbs folder.

+

Reverb assets

+

These reverb effects can be dragged into audio volume Reverb Settings panel to be triggered when the audio listener enters the audio volume. It uses the same logic as the inbuilt Unreal audio system to determine which audio volume should be enabled, based on the priority of all the audio volumes the audio listener is within. The Snapshot priority, which is used to resolve conflicting property values when mutliple snapshots are active, is unrelated to audio volume priority and not a factor in determining which audio volume will be enabled. In the case of nested audio volumes you must set distinct priorities because audio volumes with the same priority may not become enabled.

+

Reverb settings

+

By default, snapshots apply instantly. To have a snapshot fade in, one of two things can be done. The first is by adding an AHDSR modulation to the intensity dial. The second way is to expose the intensity as a parameter, which allows it to be driven from the integration.

+

Reverb snapshot intensity

+

If the snapshot has its intensity exposed as a parameter, then the integration will ramp in the intensity over time based on the audio volume's Volume and Fade Time settings. If the snapshot does not expose its intensity as a parameter, then these values will not do anything.

+

2.8.2 Ambient Zone Settings

+

Another feature of the Unreal audio system is the ability to have an ambient effect applied to selected instances, based on both the listener position and the emitter position. Unlike the global reverb effects, this is something which is applied per instance.

+

Reverb ambient

+

Only some sounds should be affected by the ambient settings. To enable the ambient effect your Events will need two parameters, one for volume and one for LPF.
+You will need to add these parameter names to the integration settings.

+

Reverb user property

+

If an Event contains these parameters, the integration will set the parameter value any time the ambient values change.

+
+

Only FMOD audio components are affected by ambient zones. The simpler PlayEventAtLocation blueprint function to spawn one-shots does not apply ambient effects.

+
+

2.9 Callbacks

+

You can hook up event callbacks using blueprints. FMOD Audio component callbacks are only triggered if the enable callback option is ticked. This is because each component that triggers callbacks can incur a small CPU overhead, so it has to be turned on explicitly for the components you want to use.

+

Callback enable

+

Once enabled, then tempo beat callbacks and timeline callbacks can be added in blueprints. One way is via the Assign On Timeline Beat and Assign On Timeline Marker blueprint actions. For FMOD audio components used in blueprint actors, you can add events from the details window instead.

+

Callback blueprints

+

You can trigger various actions to occur on the beat or when a timeline hits a named marker. The event contains the same fields as FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES and FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES.

+

Callback example

+

2.10 Localization

+

Localized audio tables are a special kind of audio table with features that facilitate localization. We recommend using localized audio tables if your game supports multiple spoken languages, or if you intend to add support for additional languages in a future patch.

+

2.10.1 Setting up Audio Tables

+

Audio Tables are lists of audio files stored outside your FMOD Studio project's asset folder. You can use audio tables to control localized sounds. See the Dialogue and Localization section of the FMOD Studio Docs on how to set up an audio table in your project.

+

Audio Table

+

2.10.2 Loading Localized Banks

+

Audio tables are assigned to an associated bank, this means that in order to change the currently loaded audio table you will need to change the bank. Only one localized bank should be loaded at a time, otherwise just the first one to be loaded will be used.

+

You will need to define the different locale names and codes in the Localization Settings.

+

Localization Settings

+

Only the locale that is selected as default will have it's bank loaded at startup, if Load All Banks has been enabled in the settings.

+

To change the locale, you will need to:

+
    +
  • unload the bank
  • +
  • change the locale
  • +
  • then reload the bank
  • +
+

Load locale bank

+

2.11 Updating/Upgrading the Integration

+

Start by replacing the old FMODStudio folder with the new version:

+ +

If you are updating to a newer minor version of FMOD no additional steps are required unless specified in the revision history.

+

Upgrading to a newer major version of FMOD is usually only recommend for projects at or near the beginning of development, because new major versions may introduce behavioral and breaking changes. If you are upgrading to a new major version, you will need to read over:

+ +

These will describe specific changes that might need to be made to your project.

+

2.11.1 Updating to UE4 4.26

+

When upgrading a project with FMOD integration to Unreal Engine 4.26 from an earlier version of UE4 you may encounter warnings in the log about FMOD assets failing to load. This happens because in 4.26 the FMOD integration switched from always dynamically generating Unreal assets to serializing the generated assets and loading them from disk. When an upgraded project is first opened the generated assets have not been serialized to disk so loading them fails. After closing and re-opening the upgraded project the warning messages should be gone.

+

2.12 Compiling the plugin (Optional)

+

If you want to recompile the plugin, you can drop the plugin into a code project under your game's Plugins/FMODStudio directory, then re-generate the project. This might be useful if you want to use the plugin with a different version of the engine, such as a new pre-release of Unreal. You can also do this if you want to get the plugin from github.

+

To recompile the plugin after downloading it from FMOD, do the following:

+
    +
  • Delete the FMODStudio/Intermediate directory.
  • +
  • Delete the FMODStudio/Binaries/Platform/Unreal*.* files. Leave the fmod libraries in the binaries directory!
  • +
  • Create a new code project using Unreal.
  • +
  • Copy the plugin into YourGame/Plugins/FMODStudio.
  • +
  • Regenerate the game's solution or xcode project.
  • +
  • Build the game for "Development Editor".
  • +
  • Build the game for whatever other configurations you need.
  • +
+

To compile the plugin after downloading the source from github, do the following

+
    +
  • Add FMOD dynamic libraries into the FMODStudio/Binaries/Platform/ directory. The libs can be obtained in the programmers API download or from the FMOD for Unreal download.
  • +
  • Create a new code project using Unreal.
  • +
  • Copy the plugin into YourGame/Plugins/FMODStudio.
  • +
  • Regenerate the game's solution or XCode project.
  • +
  • Build the game for development editor.
  • +
  • Build the game for whatever other configurations you need.
  • +
+

When rebuilding the plugin inside a code project, make sure you haven't also left it in the engine directory as well!

+

2.13 Programming Support

+

You are able to interface with FMOD For Unreal and/or the FMOD C++ APIs.

+

2.13.1 Programming with FMOD For Unreal

+

To reference FMOD Studio, the programmer will need to add the following to their .Build.cs file:

+
    +
  • Add "FMODStudio" to PrivateDependencyModuleNames
  • +
+

To add some FMOD Events to a class, do the following:

+
    +
  • Include "FMODEvent.h" at the top of your own class
  • +
  • Add a UFMODEvent * and mark with the UPROPERTY macro like any other field
  • +
+

To play the event at a location, do the following:

+
    +
  • Include "FMODBlueprintStatics.h" in the file you want to trigger the sound
  • +
  • Call Play Event At Location with the following arguments:
      +
    • Set WorldContextObject to any UObject in the world, such as the owning actor object
    • +
    • Set Event to the UFMODEvent stored in the class or passed into your function
    • +
    • Set Transform to the place in the world you want to play the sound
    • +
    • Set bAutoPlay to true so that it starts the sound automatically
    • +
    +
  • +
+

You can also call Play Event Attached to create a new audio component attached to an actor, which will update the location automatically as the actor moves around the world.

+

2.13.2 Programming with the FMOD Studio C++ API

+

Programmers can interface with FMOD Studio directly by including "fmod_studio.hpp".

+

The Studio system can be obtained by GetStudioSystem. The function takes an enum because there may be a separate Studio system for auditioning in-editor and the proper system for play-in-editor. Normally, you will want to obtain the system with EFMODSystemContext.Runtime since that is the real system used in game.

+
if (IFMODStudioModule::IsAvailable())
+{
+    FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
+    if (StudioSystem)
+    {
+        // Use it here
+    }
+}
+
+ +

You can use a mixture of FMOD Studio wrapper and FMOD Studio API functions. For example:

+
// Call wrapper helper function to create and start an event instance
+FFMODEventInstance InstanceWrapper = UFMODBlueprintStatics::PlayEventAtLocation(ThisActor, MyEvent, FTransform(MyLocation), true);
+FMOD::Studio::EventInstance* Instance = InstanceWrapper.Instance;
+// Call into FMOD API directly
+Instance->setVolume(0.5f);
+// The instance handle will be cleaned up automatically when the sound finishes
+
+ +

2.13.3 Further Programming Documentation

+

For further documentation, see:
+- Integration API Reference
+- Integration Blueprint Reference
+- FMOD API Reference.

+

2.14 Programmer Sounds

+

FMOD Studio events can include programmer sound modules that are controlled at runtime. There are a few different ways of hooking them up.

+

2.14.1 Programmer Sounds via Audio Tables

+

With this approach, you don't need to do any programming at all!

+

Choosing the audio entry to play

+

Create an event with a programmer sound module on it. If the module has a name, then if nothing else is assigned then that sound will be used. For example, if the sound designer sets the module name as "Welcome", then the audio table entry "Welcome" will be used by default.

+

Studio programmer sound

+

To select at runtime what audio entry to use, set the programmer sound name field in the FMODAudioComponent.

+

Programmer asset name

+

Or you can assign the name via blueprint.

+

Programmer blueprint

+

The name has to be one of the audio asset entries of a loaded audio table, or it won't find the sound to play.

+

Be careful to set the name before you play the audio component. If the name is assigned after the event has started, it may not play the right sound.

+

2.14.2 Programmer Sounds by Path

+

With this approach you can easily play any media file for your event, including loose files packaged with the project or found on the player's drive.

+

To point a programmer sound directly to a file, set the FMOD audio component's programmer sound name to the path to the .wav or .ogg file that you want to load. If this path is relative, it will be looked up relative to the content directory.

+

If you need to include these files in your packaged game, add the directory containing these media files to 'directories to package' in the packaging settings, otherwise it will work in the editor but not when packaged into the final game.

+

Programmer file path

+

2.14.3 Programmer Sounds via API

+

With this approach, you will need to create an C++ class actor that can be placed in the scene to then be added as a persistent reference in the Level Blueprint. The dialogue options will then be triggered by inputs from the keyboard.

+

Creating the C++ Actor:
+Crate Class
+Selector Actor:
+Select Actor
+Name the Actor:
+Add
+Add the Actor the level:
+Actor in level

+

The following code will need to be added to your C++ Actor

+

ProgrammerExample.h

+
//--------------------------------------------------------------------
+//
+// This is an Unreal actor script that demonstrates how to use
+// Programmer Sounds and an Audio Table in your game code.
+//
+// Programmer sounds allows the game code to receive a callback at a
+// sound-designer specified time and return a sound object to be
+// played within the event.
+//
+// The audio table is a group of audio files compressed in a Bank that
+// are not associated with any event and can be accessed by a string key.
+//
+// Together these two features allow for an efficient implementation of
+// dialogue systems where the sound designer can build a single template
+// event and different dialogue sounds can be played through it at runtime.
+//
+// This script will play one of three pieces of dialog through an event
+// on a key press from the player.
+//
+// This document assumes familiarity with Unreal Engine scripting. See
+// https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/
+// for resources on learning Unreal Engine scripting.
+//
+// For information on using FMOD example code in your own programs, visit
+// https://www.fmod.com/legal
+//
+//--------------------------------------------------------------------
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "GameFramework/Actor.h"
+#include "fmod.hpp"
+#include "FMODEvent.h"
+#include <FMODAudioComponent.h>
+#include "ProgrammerExample.generated.h"
+
+struct UserData
+{
+    FMOD::System* coreSystem = nullptr;
+    FMOD::Studio::System* studioSystem = nullptr;
+    FString key = FString();
+};
+
+/* Don't forget to change the project name to match your own */
+UCLASS()
+class MYPROJECT_API AProgrammerExample : public AActor
+{
+    GENERATED_BODY()
+
+public:
+    // Sets default values for this actor's properties
+    AProgrammerExample();
+
+    // Path of the Programmer Instrument in the FMOD Project
+    UPROPERTY(EditAnywhere)
+    UFMODEvent* dialogueEvent;
+    UFUNCTION(BlueprintCallable, category = "ProgrammerInstrumentFunction")
+    void PlayDialogue(FString key);
+protected:
+    UserData userData = UserData();
+};
+
+ +

ProgrammerExample.cpp

+
// Fill out your copyright notice in the Description page of Project Settings.
+#include "ProgrammerExample.h"
+
+FMOD_RESULT F_CALLBACK StaticDialogueEventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters);
+
+AProgrammerExample::AProgrammerExample()
+{
+    userData.studioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
+    userData.studioSystem->getCoreSystem(&userData.coreSystem);
+}
+
+void AProgrammerExample::PlayDialogue(FString key)
+{
+    FMOD::Studio::EventDescription* dialogueDescription =  IFMODStudioModule::Get().GetEventDescription(dialogueEvent, EFMODSystemContext::Runtime);
+    FMOD::Studio::EventInstance* dialogueInstance = nullptr;
+    dialogueDescription->createInstance(&dialogueInstance);
+
+    userData.key = key;
+
+    dialogueInstance->setUserData(&userData);
+
+    dialogueInstance->setCallback(StaticDialogueEventCallback, FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND | FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND);
+
+    dialogueInstance->start();
+    dialogueInstance->release();
+}
+
+FMOD_RESULT F_CALLBACK StaticDialogueEventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters)
+{
+    // Retrieving the instance
+    FMOD::Studio::EventInstance* instance = (FMOD::Studio::EventInstance*)event;
+
+    // Retrieve the user data from the instance
+    UserData* context = nullptr;
+    instance->getUserData((void**)&context);
+
+    // Switch on the current type of the callback
+    switch (type)
+    {
+        case FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND:
+        {
+            FMOD_MODE soundMode = FMOD_LOOP_NORMAL | FMOD_CREATECOMPRESSEDSAMPLE | FMOD_NONBLOCKING;
+            FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES* props = (FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES*)parameters;
+
+            // Changing key from FString to const char*
+            const char* charKey = TCHAR_TO_ANSI(*context->key);
+
+            FMOD_STUDIO_SOUND_INFO info;
+            FMOD_RESULT result = context->studioSystem->getSoundInfo(charKey, &info);
+            if (result != FMOD_OK)
+            {
+                break;
+            }
+
+            FMOD::Sound* sound = nullptr;
+            result = context->coreSystem->createSound(info.name_or_data, soundMode, &info.exinfo, &sound);
+            if (result == FMOD_OK)
+            {
+                props->sound = (FMOD_SOUND*)sound;
+                props->subsoundIndex = info.subsoundindex;
+            }
+            break;
+        }
+        case FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND:
+        {
+            FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES* props = (FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES*)parameters;
+            FMOD::Sound* sound = (FMOD::Sound*)props->sound;
+            sound->release();
+        }
+    }
+    return FMOD_OK;
+}
+
+ +

Following that, drag and drop the Actor into the Level Blueprint so that it can be triggered:
+Programmer Instrument Blueprint

+

2.14.4 Troubleshooting

+

Also, when setting the name to an audio table entry, you will need to make sure the audio table bank is already loaded before the event starts.

+

The FMOD audio component only supports a single programmer sound per event. If you want to have an event that has multiple programmer sounds, each one playing a different sound, then you'll need to create the event directly via the FMOD API and provide your own callback. You can look at how the FMOD audio component programmer sound callback works and use that as a base for your own class.

+

2.15 Deployment

+

These steps describe how to prepare your project for deployment. This is relevant to both the Launch option as well as the "File > Package Project" menu item.
+If any platforms require specific steps, they can be found in Platform Specifics.

+

2.15.1 Packaging banks

+

The directory containing the built FMOD banks should be added to the "Additional Non-Asset Directories To Copy" list, and directories containing generated assets should be added to the "Additional Non-Asset Directories To Cook" list. You will be prompted to do this in the FMOD Studio settings pane of Unreal project settings ("Edit > Project Settings > FMOD Studio"):

+

Project deployment

+

This can also be done manually by selecting the "Edit > Project Settings..." menu item and navigating to the Packaging section from the left hand pane, under the Project heading and adding the bank output directory to the "Additional Non-Asset Directories To Copy" list.
+Generated assests can be manually added to the "Additional Non-Asset Directories To Cook" list in the same way.

+

Additional non-asset directories

+

When the bank output directory is added to the "Additional Non-Asset Directories To Copy" list the banks will be copied as loose files when packaging your project. This is the recommended approach. It is possible to have the banks added to Unreal's .PAK file by adding the bank output directory to the "Additional Non-Asset Directories to Package" list, but we no longer recommend this approach because adding the banks to the .PAK file can lead to the packaged project deadlocking in the filesystem.

+

When directories are included in the "Additional Non-Asset Directories To Cook" list Unreal's default cooking behaviour, cooking all maps during packaging, will no longer occur. If you want to re-enable this behaviour you can tick "Cook everything in the project content directory (ignore list of maps below)".

+

2.15.2 Mutli-platform builds

+

By default the directory containing banks for the "Desktop" platform is added to the "Additional Non-Asset Directories To Copy" list and the banks for the Desktop platform are the ones which will be available at runtime. This is usually correct for the Windows, Mac and Linux platforms.

+

For other platforms the relevant PlatformGame.ini file can be edited so the correct platform-specific banks are copied instead. See Platform Specifics for details.

+

If you only have the Desktop banks and want to run on another platform, you can set Force Platform Name in the FMOD advanced settings to Desktop.

+

2.15.3 Bank Files Inside Content Directory

+

The above directory name is relative to your Content directory. It is highly recommended that banks be placed within the content directory, as paths outside this directory will not deploy correctly to all platforms. For example:

+
    +
  • Mac doesn't allow support directories outside the content directory at all.
  • +
  • Windows and Android have issues looking up directories outside the Content directory when used with packages.
  • +
+

This doesn't mean you need to put your whole Studio project inside the content directory. You can customize Studio by editing the Preferences and choosing a directory to export banks to, as described in the Working with Banks page.

+

The integration will load the platform bank files automatically. On PC it will load from FMOD/Desktop but on Android and IOS it will look for banks under FMOD/Mobile.

+

If you use FMOD as the directory to deploy and have multiple platform banks exported, then they will all be packaged up. To slim down your final package size, you may need to tweak the additional directories setting on a per platform basis. That way you only package FMOD/Mobile for Android, FMOD/Desktop for PC, FMOD/PS4 for PS4, etc.

+

2.15.4 Deploying FMOD audio plugins

+

You will need to make sure the plugins are deployed as well. Unreal deployment doesn't have access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.

+

Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).

+

For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:

+
fmod_gain
+
+ +

2.15.5 Loading blueprints before plugin load

+

One issue to be aware of is where blueprints are serialized from disk too early, before any plugins are loaded. This can occur from the following code, which is included by default in example C++ projects constructor:

+
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter"));
+
+ +

The finder will serialize the first person character blueprint, but any FMOD references will fail to load since the FMOD plugin has not been created yet. To make sure that the FMOD plugin is loaded first, add the line of code above the class finder.

+
IFMODStudioModule::Get();
+
+ +

2.15.6 Disabling Unreal Audio Device

+

By default FMOD Studio works side-by-side with the inbuilt Unreal audio device on the following platforms:

+
    +
  • Windows Desktop
  • +
  • Universal Windows Platform
  • +
  • Linux
  • +
  • MacOS
  • +
  • Android
  • +
  • PS4
  • +
  • Switch
  • +
+

Any of the platforms listed below will not work with the inbuilt Unreal audio:

+
    +
  • iOS / tvOS - Both Unreal and FMOD require exclusive control of the AudioSession to correctly handle interruptions.
  • +
  • Xbox One / Xbox Series X|S - Both Unreal and FMOD will attempt to consume all of the available XMA resources, this will cause the second system to fail initialization.
  • +
  • PS5 - Both Unreal and FMOD require system resources that can only be claimed once for the application.
  • +
+

To disable the Unreal audio while leaving the FMOD Studio audio, the standard Unreal ini file setting can be used.

+

For each required platform, add a new file /Config/{Platform}/{Platform}Engine.ini with this section:

+
[Audio]
+AudioDeviceModuleName=
+AudioMixerModuleName=
+
+ +

The audio device can be disabled for every platform that you want to ship with.

+

2.16 Source Control

+

Not all of the plugin files are required to be checked in to source control, below the necessary files are marked:

+ + + + + + + + + + + + + + + + + + + + + +
OSFiles
WindowsSource Control Files to Add Win
macOSSource Control Files to Add macOS
LinuxSource Control Files to Add Linux
+
+

FMOD Banks cannot be added using the In-Editor source control, as the editor only interacts with UAssets, they need to be added to source control from outside of the UE Editor.

+
+

Other files/folders are optional and will depend on your teams setup.

+

2.16.1 Generated Assets

+

From UE4.26 onwards, generated assets in the plugin will be serialized to disk. These files can be generated in two ways:

+
    +
  • +

    Unreal Editor: By opening the Unreal Editor, the FMOD plugin will automatically load the FMOD Studio bank files and generate assets on disk.

    +
  • +
  • +

    Commandlet: This can be used from commandline to generate assets on disk without opening the Unreal Editor.

    +
  • +
+

Excluding Generated files from Source Control

+

The recommended way of dealing with generated assets is to exclude all generated assets from source control. This can help prevent source control locking/conflicts as the assets are generated locally when the editor is opened.

+

If you employ an automated build process that pulls directly from source control without running the Unreal Editor, the generated assets will need to be built explicitly as part of your build process. This can be done with the provided Commandlet.

+

Adding Generated files to Source Control

+

While not recommended, it is possible to add the generated assets to source control. This can simplify your automated build process (no need to run the Commandlet) at the cost of complicating your source control workflow (possible locking/conflict issues).

+

Source Control Generated Assets

+
+

When updating the banks, make sure to update the generated assets at the same time. This is to avoid conflicting checkouts with the Unreal Editor source control plugin.

+
+

2.17 Commandlet

+

From UE4.26 onwards, FMOD for Unreal now provides a Commandlet for generating the serialized UAssets without having to open the Editor.

+
{editor-executable} {ProjectPath.uproject} -run=FMODGenerateAssets [-rebuild]
+
+ +
    +
  • editor-executable: When using Unreal Engine 4, this will be UE4Editor-cmd.exe. When using Unreal Engine 5, this will be UnrealEditor-cmd.exe.
  • +
  • rebuild: (Optional) Remove all current generated assets before building.
  • +
+

This can be especially useful for build machines that don't normally run the Editor at all, which is what normally triggers the assets to be built, and does not require the generated assets to be checked in to source control.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-200.html b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-200.html new file mode 100644 index 00000000..de722ec0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-200.html @@ -0,0 +1,67 @@ + + +Welcome to FMOD for Unreal | New in FMOD for Unreal 2.00 + + + + +
+ +
+

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.00

+ +

What's New in 2.00?

+

This section describes the major features introduced in the 2.00 release. See the Detailed Revision History for information regarding each patch release.

+

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

+

Global Parameters

+

The Studio API now supports global parameters. These parameters are controlled via the System parameter API and have a single value that is shared between all instances.

+

See the Global Parameters chapter of the FMOD API User Manual for more information.

+

New blueprint nodes can be found for getting and setting Global Parameters:

+

GetGlobalParameterByName SetGlobalParameterByName

+

Sample Data Encryption

+

Bank sample data can now be encrypted using FMOD Studio. This implementation is an extension of the Core API FSB encryption feature.

+

See the Sample Data Encryption chapter of the FMOD API User Manual for more information.

+

To allow bank loading when used with the Studio API, set the key via FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey. Then if some banks are unencrypted you can use the FMOD_STUDIO_LOAD_BANK_UNENCRYPTED load flag to ignore the given key.

+

The FMOD for Unreal settings now have an added field for bank loading, Bank Encryption Key, which will set the FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey for you.

+

Encryption Key

+

Occlusion & Ambient Changes

+

The integration uses Parameters to pass Occlusion & Ambient information to Studio. The Parameters can be specified in the FMOD for Unreal settings:

+ +

Master Bank Default Name Changed

+

The default Master Bank name has changed from "Master Bank.bank" to "Master.bank". If you are upgrading from an older version or you are using a different name, this will need to be updated in the Master Bank Name field of the FMOD Unreal Settings so that the integration can find it.

+

Master Bank Name

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-201.html b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-201.html new file mode 100644 index 00000000..d4e86c17 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-201.html @@ -0,0 +1,56 @@ + + +Welcome to FMOD for Unreal | New in FMOD for Unreal 2.01 + + + + +
+ +
+

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.01

+ +

What's New in 2.01?

+

This section describes the major features introduced in the 2.01 release. See the Detailed Revision History for information regarding each patch release.

+

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

+

Performance Improvements and Fixes

+

This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.

+

What's New Since 2.00 Initial Release?

+

This section describes any major changes that occurred in 2.00.xx leading up to the release of 2.01.

+

Unreal Engine Versions

+

Added support for version 4.22, 4.23, 4.24, 4.25 and 4.25+.

+

Supported Platforms

+

Added support for Stadia, tvOS and Android x86_64.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-202.html b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-202.html new file mode 100644 index 00000000..29986b1d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-202.html @@ -0,0 +1,57 @@ + + +Welcome to FMOD for Unreal | New in FMOD for Unreal 2.02 + + + + +
+ +
+

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.02

+ +

What's New in 2.02?

+

This section describes the major features introduced in the 2.02 release. See the Detailed Revision History for information regarding each patch release.

+

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

+

Performance Improvements and Fixes

+

This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.

+

What's New Since 2.01 Initial Release?

+

This section describes any major changes that occurred in 2.01.xx leading up to the release of 2.02.

+

Unreal Engine Versions

+

Added support for version 4.25, 4.25+ and 4.26.

+

When upgrading to 4.26 refer to the user guide upgrade notes.

+

Supported Platforms

+

Added support for PS5 and Game Core.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-203.html b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-203.html new file mode 100644 index 00000000..e95eba3b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/welcome-whats-new-203.html @@ -0,0 +1,75 @@ + + +Welcome to FMOD for Unreal | New in FMOD for Unreal 2.03 + + + + +
+ +
+

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.03

+ +

What's New in 2.03?

+

This section describes the major features introduced in the 2.03 release. See the Detailed Revision History for information regarding each patch release.

+

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

+

What's New Since 2.02 Initial Release?

+

This section describes any major changes that occurred in 2.02.xx leading up to the release of 2.03.

+

Unreal Engine Versions

+

Added support for version 4.27, 5.0, 5.1, 5.2, 5.3.

+

Added Support for Niagara

+

In version 2.02.18 we added support for Niagara, Unreal's next gen VFX System.

+ +

Starting from UE5.1, we have added support for AudioLink, which allows the Audio from Unreal to be passed to FMOD.

+

Added Separate Platform Settings

+

Some settings that are common among all platforms, and useful to customize, have been separated into specific Platform Settings.

+

Legacy Memory Pool Settings Removed

+

The original platform memory pool settings have been removed in favor of having Separate Platform Settings.
+If you were previously using these settings you will need to manually transfer them to the new settings:

+ + + + + + + + + + + + + +
LegacyNew
Legacy Memory Pool SettingsNew Platform Memory Pool Settings
+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/Docs/welcome.html b/hwanyoung2/Plugins/FMODStudio/Docs/welcome.html new file mode 100644 index 00000000..d52c75e6 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Docs/welcome.html @@ -0,0 +1,58 @@ + + +Welcome to FMOD for Unreal + + + + +
+ +
+

1. Welcome to FMOD for Unreal

+

FMOD for Unreal is a plugin that allows you to use the FMOD APIs and projects from FMOD Studio in your Unreal game.

+

1.1 Supported Unreal Engine Versions

+

The integration is compatible with public release versions of Unreal Engine 4.25, 4.25+, 4.26, 4.27, 5.0, 5.1, 5.2 and 5.3.

+

Preview builds are not officially supported however you are able to build the plugin from source yourself.

+

1.2 Supported platforms

+

The integration supports:

+
    +
  • Windows Desktop
  • +
  • Linux
  • +
  • MacOS
  • +
  • iOS
  • +
  • tvOS
  • +
  • Android
  • +
  • PS4
  • +
  • PS5
  • +
  • Xbox One
  • +
  • Xbox Series X|S
  • +
  • Switch
  • +
+

1.3 Licensing

+

The integration itself is free, but you must have the appropriate FMOD License to release a title using FMOD Studio with Unreal. For more information about licensing see the FMOD sales page.

+

1.4 What's New?

+

This section describes the major changes introduced in each new release. See the Detailed Revision History for information regarding each patch release.

+ + + + + +
diff --git a/hwanyoung2/Plugins/FMODStudio/FMODStudio.uplugin b/hwanyoung2/Plugins/FMODStudio/FMODStudio.uplugin new file mode 100644 index 00000000..b1dccfa4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/FMODStudio.uplugin @@ -0,0 +1,28 @@ +{ + "FileVersion" : 3, + + "FriendlyName" : "FMOD Studio Integration", + "Version" : 20226, + "VersionName" : "2.02.26", + "CreatedBy" : "Firelight Technologies", + "CreatedByURL" : "http://fmod.com", + "Description" : "FMOD Studio Integration.", + "Category" : "Audio", + "EnabledByDefault" : true, + + "Modules": [ + { + "Name": "FMODStudio", + "Type": "Runtime", + "LoadingPhase": "PreDefault" + }, + { + "Name": "FMODStudioEditor", + "Type": "Editor", + "LoadingPhase": "Default" + } + ], + + "CanContainContent" : true, + "Installed" : true +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Resources/Icon128.png b/hwanyoung2/Plugins/FMODStudio/Resources/Icon128.png new file mode 100644 index 00000000..0f5b000f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Resources/Icon128.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:14b8d0f07571441caffd8c0a0a425b715ec9420f2e9651ff9cbdc6649a5e40ec +size 4009 diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/FMODAudioLink.Build.cs b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/FMODAudioLink.Build.cs new file mode 100644 index 00000000..991fc0e0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/FMODAudioLink.Build.cs @@ -0,0 +1,20 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +using UnrealBuildTool; +using System.IO; + +public struct FMODAudioLink +{ + public static void Apply(UnrealBuildTool.Rules.FMODStudio FMODModule, ReadOnlyTargetRules Target) + { + FMODModule.AddModule("FMODAudioLink"); + FMODModule.PrivateDependencyModuleNames.AddRange( + new string[] + { + "AudioLinkCore", + "AudioLinkEngine", + "SignalProcessing" + } + ); + } +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLink.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLink.h new file mode 100644 index 00000000..53b64754 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLink.h @@ -0,0 +1,36 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "IAudioLink.h" +#include "AudioDevice.h" +#include "IBufferedAudioOutput.h" +#include "FMODAudioLinkInputClient.h" + +//* AudioLink Instance, a container holding shared pointers for lifetime management. */ +struct FFMODAudioLink : IAudioLink +{ + FSharedBufferedOutputPtr ProducerSP; + + FSharedFMODAudioLinkInputClientPtr ConsumerSP; + + FAudioDevice* AudioDevice; + + FFMODAudioLink(const FSharedBufferedOutputPtr& InProducerSP, const FSharedFMODAudioLinkInputClientPtr& InConsumerSP, FAudioDevice* InAudioDevice = nullptr) + : ProducerSP(InProducerSP) + , ConsumerSP(InConsumerSP) + , AudioDevice(InAudioDevice) + {} + + virtual ~FFMODAudioLink() override + { + if (ConsumerSP.IsValid()) + { + ConsumerSP->Stop(); + } + if (AudioDevice && ProducerSP.IsValid()) + { + ProducerSP->Stop(AudioDevice); + } + } +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkComponent.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkComponent.cpp new file mode 100644 index 00000000..0f006b80 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkComponent.cpp @@ -0,0 +1,130 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkComponent.h" +#include "FMODAudioLinkFactory.h" +#include "Components/AudioComponent.h" +#include "FMODAudioLinkLog.h" + +void UFMODAudioLinkComponent::CreateLink() +{ + if (!Settings) + { + Settings = GetMutableDefault(); + } + + IAudioLinkFactory* Factory = IAudioLinkFactory::FindFactory(FFMODAudioLinkFactory::GetFactoryNameStatic()); + if (Factory) + { + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("UFMODAudioLinkComponent::CreateLink.")); + IAudioLinkFactory::FAudioLinkSourceCreateArgs CreateArgs; + CreateArgs.OwningComponent = this; + CreateArgs.AudioComponent = AudioComponent; + CreateArgs.Settings = Settings; + LinkInstance = Factory->CreateSourceAudioLink(CreateArgs); + } +} + +void UFMODAudioLinkComponent::CreateAudioComponent() +{ + if (!AudioComponent) + { + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("UFMODAudioLinkComponent::CreateAudioComponent.")); + AudioComponent = NewObject(this); + + if (!AudioComponent->GetAttachParent() && !AudioComponent->IsAttachedTo(this)) + { + AActor* Owner = GetOwner(); + if (!Owner || !Owner->GetWorld()) + { + if (UWorld* World = GetWorld()) + { + AudioComponent->RegisterComponentWithWorld(World); + AudioComponent->AttachToComponent(this, FAttachmentTransformRules::KeepRelativeTransform); + } + else + { + AudioComponent->SetupAttachment(this); + } + } + else + { + AudioComponent->AttachToComponent(this, FAttachmentTransformRules::KeepRelativeTransform); + AudioComponent->RegisterComponent(); + } + } + } + + if (AudioComponent) + { + AudioComponent->bAutoActivate = false; + AudioComponent->bStopWhenOwnerDestroyed = true; + AudioComponent->bShouldRemainActiveIfDropped = true; + AudioComponent->Mobility = EComponentMobility::Movable; + +#if WITH_EDITORONLY_DATA + AudioComponent->bVisualizeComponent = false; +#endif + } +} + +void UFMODAudioLinkComponent::OnRegister() +{ + Super::OnRegister(); + + CreateAudioComponent(); + + if (ensure(AudioComponent)) + { + check(LinkInstance == nullptr); + CreateLink(); + } +} + +void UFMODAudioLinkComponent::OnUnregister() +{ + LinkInstance.Reset(); + AudioComponent = nullptr; + + Super::OnUnregister(); +} + +void UFMODAudioLinkComponent::SetLinkSound(USoundBase* InSound) +{ + Sound = InSound; + + if (AudioComponent) + { + AudioComponent->SetSound(InSound); + } +} + +void UFMODAudioLinkComponent::PlayLink(float StartTime) +{ + if (AudioComponent) + { + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("UFMODAudioLinkComponent::PlayLink.")); + AudioComponent->SetSound(Sound); + AudioComponent->Play(StartTime); + + SetActiveFlag(AudioComponent->IsActive()); + } +} + +void UFMODAudioLinkComponent::StopLink() +{ + if (IsActive()) + { + if (AudioComponent) + { + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("UFMODAudioLinkComponent::StopLink.")); + AudioComponent->Stop(); + } + + SetActiveFlag(false); + } +} + +bool UFMODAudioLinkComponent::IsLinkPlaying() const +{ + return AudioComponent && AudioComponent->IsPlaying(); +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkFactory.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkFactory.cpp new file mode 100644 index 00000000..559d38f9 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkFactory.cpp @@ -0,0 +1,239 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkFactory.h" +#include "FMODAudioLinkSynchronizer.h" +#include "FMODAudioLinkSourcePushed.h" +#include "FMODAudioLinkSettings.h" +#include "FMODAudioLinkLog.h" +#include "FMODAudioLinkComponent.h" +#include "FMODStudioModule.h" + +#include "Async/Async.h" +#include "Components/AudioComponent.h" +#include "Engine/World.h" +#include "Sound/SoundSubmix.h" +#include "Templates/SharedPointer.h" +#include "AudioDevice.h" + +bool FFMODAudioLinkFactory::bHasSubmix = false; + +FName FFMODAudioLinkFactory::GetFactoryNameStatic() +{ + static const FName FactoryName(TEXT("FMOD")); + return FactoryName; +} + +FName FFMODAudioLinkFactory::GetFactoryName() const +{ + return GetFactoryNameStatic(); +} + +TSubclassOf FFMODAudioLinkFactory::GetSettingsClass() const +{ + return UFMODAudioLinkSettings::StaticClass(); +} + +TUniquePtr FFMODAudioLinkFactory::CreateSubmixAudioLink(const FAudioLinkSubmixCreateArgs& InArgs) +{ + if (!IFMODStudioModule::IsAvailable()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSubmixAudioLink: No FMODStudio module.")); + return {}; + } + + if (!InArgs.Settings.IsValid()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSubmixAudioLink: Invalid FMODAudioLinkSettings.")); + return {}; + } + + if (!InArgs.Submix.IsValid()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSubmixAudioLink: Invalid Submix.")); + return {}; + } + + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkFactory::CreateSubmixAudioLink: Creating AudioLink %s for Submix %s."), *InArgs.Settings->GetName(), *InArgs.Submix->GetName()); + bHasSubmix = true; + + // Downcast to settings proxy + const FSharedFMODAudioLinkSettingsProxyPtr FMODSettingsSP = InArgs.Settings->GetCastProxy(); + + // Make buffer listener first, which is our producer. + IAudioLinkFactory::FSubmixBufferListenerCreateParams SubmixListenerCreateArgs; + SubmixListenerCreateArgs.SizeOfBufferInFrames = FMODSettingsSP->GetReceivingBufferSizeInFrames(); + SubmixListenerCreateArgs.bShouldZeroBuffer = FMODSettingsSP->ShouldClearBufferOnReceipt(); + FSharedBufferedOutputPtr ProducerSP = CreateSubmixBufferListener(SubmixListenerCreateArgs); + TWeakPtr ProducerWeak(ProducerSP); + + // Create consumer. + FSharedFMODAudioLinkInputClientPtr ConsumerSP = MakeShared( + ProducerSP, InArgs.Settings->GetProxy(), InArgs.Submix->GetFName()); + TWeakPtr ConsumerWeak(ConsumerSP); + + // Setup a delegate to establish the link when we know the format. + ProducerSP->SetFormatKnownDelegate( + IBufferedAudioOutput::FOnFormatKnown::CreateLambda( + [ProducerWeak, ConsumerWeak, FMODSettingsSP](const IBufferedAudioOutput::FBufferFormat& InFormat) + { + // Unreal uses samples for 'Channels x samples' and frames for 'samples' + int32 BufferSizeInChannelSamples = FMODSettingsSP->GetReceivingBufferSizeInFrames() * InFormat.NumChannels; + int32 ReserveSizeInChannelSamples = (float)BufferSizeInChannelSamples * FMODSettingsSP->GetProducerConsumerBufferRatio(); + int32 SilenceToAddToFirstBuffer = FMath::Min((float)BufferSizeInChannelSamples * FMODSettingsSP->GetInitialSilenceFillRatio(), ReserveSizeInChannelSamples); + + // Set circular buffer ahead of first buffer. + if (auto ProducerSP = ProducerWeak.Pin()) + { + ProducerSP->Reserve(ReserveSizeInChannelSamples, SilenceToAddToFirstBuffer); + } + + + AsyncTask(ENamedThreads::GameThread, [ConsumerWeak]() + { + if (FSharedFMODAudioLinkInputClientPtr ConsumerSP = ConsumerWeak.Pin()) + { + // Stop ahead of starting to play. This might not be necessary for submixes, but in case we get a format change. + // As our link can remain open, stop anything playing on a format change. + // This won't do anything if we're already stopped. + ConsumerSP->Stop(); + + // Start the FMOD input object. + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSubmixAudioLink: Start consumer.")); + ConsumerSP->Start(); + } + }); + })); + + // Start producer. + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSubmixAudioLink: Start producer.")); + ProducerSP->Start(InArgs.Device); + + // Build a link, which owns both the consumer and producer. + return MakeUnique(ProducerSP, ConsumerSP, InArgs.Device); +} + +TUniquePtr FFMODAudioLinkFactory::CreateSourceAudioLink(const FAudioLinkSourceCreateArgs& InArgs) +{ + if (!IFMODStudioModule::IsAvailable()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: No FMODStudio module.")); + return {}; + } + + if (!InArgs.Settings.IsValid()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Invalid FMODAudioLinkSettings.")); + return {}; + } + + if (!InArgs.OwningComponent.IsValid()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Invalid Owning Component.")); + return {}; + } + + if (!InArgs.AudioComponent.IsValid()) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Invalid Audio Component.")); + return {}; + } + + const UWorld* World = InArgs.OwningComponent->GetWorld(); + if (UNLIKELY(!IsValid(World))) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Invalid World in Owning Component.")); + return {}; + } + + const FAudioDeviceHandle Handle = World->GetAudioDevice(); + + // Downcast to settings proxy. + const FSharedFMODAudioLinkSettingsProxyPtr FMODSettingsSP = InArgs.Settings->GetCastProxy(); + + // Make buffer listener first, which is our producer. + FSourceBufferListenerCreateParams SourceBufferCreateArgs; + SourceBufferCreateArgs.SizeOfBufferInFrames = FMODSettingsSP->GetReceivingBufferSizeInFrames(); + SourceBufferCreateArgs.bShouldZeroBuffer = true; + SourceBufferCreateArgs.OwningComponent = InArgs.OwningComponent; + SourceBufferCreateArgs.AudioComponent = InArgs.AudioComponent; + FSharedBufferedOutputPtr ProducerSP = CreateSourceBufferListener(SourceBufferCreateArgs); + + static const FName UnknownOwner(TEXT("Unknown")); + FName OwnerName = InArgs.OwningComponent.IsValid() ? InArgs.OwningComponent->GetFName() : UnknownOwner; + TWeakPtr ProducerWeak(ProducerSP); + + // Create consumer. + FSharedFMODAudioLinkInputClientPtr ConsumerSP = MakeShared(ProducerSP, FMODSettingsSP, OwnerName); + TWeakPtr ConsumerWeak(ConsumerSP); + + ProducerSP->SetFormatKnownDelegate( + IBufferedAudioOutput::FOnFormatKnown::CreateLambda( + [ProducerWeak, ConsumerWeak, FMODSettingsSP, WeakThis = InArgs.OwningComponent](const IBufferedAudioOutput::FBufferFormat& InFormat) + { + // Unreal uses samples for 'Channels x samples' and frames for 'samples' + int32 BufferSizeInChannelSamples = FMODSettingsSP->GetReceivingBufferSizeInFrames() * InFormat.NumChannels; + int32 ReserveSizeInChannelSamples = (float)BufferSizeInChannelSamples * FMODSettingsSP->GetProducerConsumerBufferRatio(); + int32 SilenceToAddToFirstBuffer = FMath::Min((float)BufferSizeInChannelSamples * FMODSettingsSP->GetInitialSilenceFillRatio(), ReserveSizeInChannelSamples); + + + // Set circular buffer ahead of first buffer. + if (auto ProducerSP = ProducerWeak.Pin()) + { + ProducerSP->Reserve(ReserveSizeInChannelSamples, SilenceToAddToFirstBuffer); + } + + AsyncTask(ENamedThreads::GameThread, [ConsumerWeak, WeakThis]() + { + if (FSharedFMODAudioLinkInputClientPtr ConsumerSP = ConsumerWeak.Pin()) + { + if (WeakThis.IsValid()) + { + // Stop ahead of starting to play. This might not be necessary for submixes, but in case we get a format change. + // As our link can remain open, stop anything playing on a format change. + // This won't do anything if we're already stopped. + ConsumerSP->Stop(); + + // Start the FMOD input object. + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Start consumer.")); + ConsumerSP->Start(Cast(WeakThis.Get())); + } + } + }); + })); + ProducerSP->SetBufferStreamEndDelegate( + IBufferedAudioOutput::FOnBufferStreamEnd::CreateLambda( + [ConsumerWeak](const IBufferedAudioOutput::FBufferStreamEnd&) + { + if (FSharedFMODAudioLinkInputClientPtr ConsumerSP = ConsumerWeak.Pin()) + { + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Stop consumer.")); + ConsumerSP->Stop(); + } + })); + + // Tell the Producer to Start receiving buffers from Sources. + // Pass a Lambda to do the some work when we know the Format, which starts FMOD up. + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSourceAudioLink: Start producer.")); + ProducerSP->Start(Handle ? Handle.GetAudioDevice() : nullptr); + + // Make the link. + return MakeUnique(ProducerSP, ConsumerSP); +} + +IAudioLinkFactory::FAudioLinkSourcePushedSharedPtr FFMODAudioLinkFactory::CreateSourcePushedAudioLink(const FAudioLinkSourcePushedCreateArgs& InArgs) +{ + if (IFMODStudioModule::IsAvailable()) + { + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSourcePushedAudioLink: Create AudioLink SourcePushed.")); + return MakeShared(InArgs,this); + } + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkFactory::CreateSourcePushedAudioLink: IFMODStudioModule not available.")); + return nullptr; +} + +IAudioLinkFactory::FAudioLinkSynchronizerSharedPtr FFMODAudioLinkFactory::CreateSynchronizerAudioLink() +{ + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkFactory::CreateSynchronizerAudioLink: Create AudioLink Synchronizer.")); + auto SynchronizerSP = MakeShared(); + return SynchronizerSP; +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkFactory.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkFactory.h new file mode 100644 index 00000000..766d7002 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkFactory.h @@ -0,0 +1,26 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "FMODAudioLink.h" +#include "IAudioLinkFactory.h" + +class FFMODAudioLinkFactory : public IAudioLinkFactory +{ +public: + FFMODAudioLinkFactory() = default; + virtual ~FFMODAudioLinkFactory() override = default; + + static FName GetFactoryNameStatic(); + static bool bHasSubmix; + +protected: + /** Begin IAudioLinkFactory */ + FName GetFactoryName() const override; + TSubclassOf GetSettingsClass() const override; + TUniquePtr CreateSubmixAudioLink(const FAudioLinkSubmixCreateArgs&) override; + TUniquePtr CreateSourceAudioLink(const FAudioLinkSourceCreateArgs&) override; + FAudioLinkSourcePushedSharedPtr CreateSourcePushedAudioLink(const FAudioLinkSourcePushedCreateArgs&) override; + FAudioLinkSynchronizerSharedPtr CreateSynchronizerAudioLink() override; + /** End IAudioLinkFactory */ +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.cpp new file mode 100644 index 00000000..dcd1ab40 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.cpp @@ -0,0 +1,314 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkInputClient.h" +#include "FMODAudioLinkLog.h" +#include "FMODAudioLinkSettings.h" +#include "FMODAudioLinkFactory.h" +#include "FMODAudioLinkComponent.h" +#include "FMODEvent.h" + +#include "FMODStudioModule.h" +#include "FMODBlueprintStatics.h" + +#include +#include "Async/Async.h" +#include "Templates/SharedPointer.h" + +class InputClientRef +{ +public: + TSharedRef InputClient; + + InputClientRef(TSharedRef InputSP) + : InputClient(InputSP) + { + } +}; + +FMOD::Studio::System* GetStudioSystem() +{ + if (IFMODStudioModule::IsAvailable()) + { + auto* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (!StudioSystem) + { + StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Auditioning); + } + return StudioSystem; + } + return nullptr; +} + +void FFMODAudioLinkInputClient::Register(const FName& NameOfProducingSource) +{ + const auto Name = NameOfProducingSource.GetPlainNameString(); + + if (UNLIKELY(!Settings.IsValid())) + { + UE_LOG(LogFMODAudioLink, Warning, TEXT("FFMODAudioLinkInputClient::Register: FMODAudioLinkSettings are not valid.")); + return; + } + + if (UNLIKELY(!GetStudioSystem())) + { + UE_LOG(LogFMODAudioLink, Warning, TEXT("FFMODAudioLinkInputClient::Register: Unable to get FMOD Studio System.")); + return; + } + + AsyncTask(ENamedThreads::GameThread, [] + { + const auto AudioDeviceManager = FAudioDeviceManager::Get(); + if (UNLIKELY(!AudioDeviceManager)) + { + UE_LOG(LogFMODAudioLink, Warning, TEXT("FFMODAudioLinkInputClient::Register: No AudioDeviceManager at registration.")); + return; + } + const auto AudioDevice = AudioDeviceManager->GetActiveAudioDevice(); + if (UNLIKELY(!AudioDevice)) + { + UE_LOG(LogFMODAudioLink, Warning, TEXT("FFMODAudioLinkInputClient::Register: No active AudioDevice at registration.")); + return; + } + UE_CLOG(UNLIKELY(AudioDevice->GetMaxChannels() == 0), LogFMODAudioLink, Warning, + TEXT("FMODAudioLink: The current AudioDevice %d has 0 MaxChannels. Consider setting AudioMaxChannels to a sensible value in the Engine config file's TargetSettings for your platform."), + AudioDevice->DeviceID); + + UE_CLOG(!FFMODAudioLinkFactory::bHasSubmix, + LogFMODAudioLink, Warning, TEXT("FMODAudioLink: No initial submix got routed to AudioLink. Consider creating custom versions of global submixes in Project Settings Audio, and Enable Audio Link in their advanced settings.")); + }); +} + +void FFMODAudioLinkInputClient::Unregister() +{ + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkInputClient::Unregister.")); +} + +FFMODAudioLinkInputClient::FFMODAudioLinkInputClient(const FSharedBufferedOutputPtr& ToConsumeFrom, const UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr& Settings, FName NameOfProducingSource) + : WeakProducer(ToConsumeFrom) + , Settings(Settings) + , ProducerName(NameOfProducingSource) +{ + check(Settings.IsValid()); + Register(NameOfProducingSource); + UnrealFormat = {}; +} + +FFMODAudioLinkInputClient::~FFMODAudioLinkInputClient() +{ + Unregister(); +} + +FMOD_RESULT F_CALLBACK pcmreadcallback(FMOD_SOUND* inSound, void* data, unsigned int datalen) +{ + FMOD::Sound* sound = (FMOD::Sound*)inSound; + FFMODAudioLinkInputClient* ConsumerSP; + sound->getUserData((void**)&ConsumerSP); + + ConsumerSP->GetSamples(data, datalen); + + return FMOD_OK; +} + +FMOD_RESULT F_CALLBACK SoundCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters) +{ + FMOD_RESULT result = FMOD_OK; + FMOD::Studio::EventInstance* eventInstance = (FMOD::Studio::EventInstance*)event; + + if (type == FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND) + { + InputClientRef* ClientRef; + result = eventInstance->getUserData((void**)&ClientRef); + + FFMODAudioLinkInputClient* ConsumerPtr = &ClientRef->InputClient.Get(); + auto formatInfo = ConsumerPtr->GetFormat(); + + FMOD::System* CoreSystem = nullptr; + GetStudioSystem()->getCoreSystem(&CoreSystem); + + // Create sound info + FMOD_CREATESOUNDEXINFO exinfo; + memset(&exinfo, 0, sizeof(FMOD_CREATESOUNDEXINFO)); + exinfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO); /* Required. */ + exinfo.numchannels = formatInfo->NumChannels; /* Number of channels in the sound. */ + exinfo.defaultfrequency = formatInfo->NumSamplesPerSec; /* Default playback rate of sound. */ + exinfo.decodebuffersize = formatInfo->NumSamplesPerBlock / exinfo.numchannels; /* Chunk size of stream update in samples. Should match the FMOD System. */ + exinfo.length = exinfo.defaultfrequency * exinfo.numchannels * sizeof(signed short) * 5; /* Length of PCM data in bytes of whole song (for Sound::getLength) */ + exinfo.format = FMOD_SOUND_FORMAT_PCMFLOAT; /* Data format of sound. */ + exinfo.pcmreadcallback = pcmreadcallback; /* User callback for reading. */ + exinfo.userdata = ConsumerPtr; + + FMOD::Sound* sound = NULL; + FString sourceName = ConsumerPtr->GetProducerName().ToString(); + result = CoreSystem->createSound(TCHAR_TO_ANSI(*sourceName), FMOD_OPENUSER | FMOD_CREATESTREAM, &exinfo, &sound); + + // Pass the sound to FMOD + FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES* props = (FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES*)parameters; + props->sound = (FMOD_SOUND*)sound; + UE_LOG(LogFMODAudioLink, Verbose, TEXT("Sound Created: %s , Consumer = %p."), *sourceName, ConsumerPtr); + } + else if (type == FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND) + { + // Obtain the sound + FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES* props = (FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES*)parameters; + FMOD::Sound* sound = (FMOD::Sound*)props->sound; + + // Release the sound + UE_LOG(LogFMODAudioLink, Verbose, TEXT("Sound Release: %p."), sound); + result = sound->release(); + } + else if (type == FMOD_STUDIO_EVENT_CALLBACK_DESTROYED) + { + InputClientRef* ClientRef = nullptr; + result = eventInstance->getUserData((void**)&ClientRef); + + UE_LOG(LogFMODAudioLink, Verbose, TEXT("Event Destroyed: ClientRef = %p."), ClientRef); + if (ClientRef) + { + delete ClientRef; + } + } + + return result; +} + +void FFMODAudioLinkInputClient::Start(USceneComponent* InComponent) +{ + Stop(); + check(!IsLoadedHandle.IsValid()); + + FFMODAudioLinkSettingsProxy* FMODSettings = static_cast(Settings.Get()); + const auto LinkEvent = FMODSettings->GetLinkEvent(); + + auto SelfSP = AsShared(); + auto PlayLambda = [SelfSP, LinkEvent, InComponent]() + { + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkInputClient::Start: SelSP = %p, LinkEvent = %s, InComponent = %p."), &SelfSP, LinkEvent.Get(), &InComponent); + + FMOD::Studio::EventDescription* EventDesc = IFMODStudioModule::Get().GetEventDescription(LinkEvent.Get()); + if (EventDesc != nullptr) + { + FMOD::Studio::EventInstance* EventInst = NULL; + EventDesc->createInstance(&EventInst); + SelfSP->EventInstance = EventInst; + if (EventInst != nullptr) + { + FTransform EventTransform = InComponent ? InComponent->GetComponentTransform() : FTransform(); + FMOD_3D_ATTRIBUTES EventAttr = { { 0 } }; + FMODUtils::Assign(EventAttr, EventTransform); + EventInst->set3DAttributes(&EventAttr); + + EventInst->setCallback(SoundCallback, FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND | FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND | FMOD_STUDIO_EVENT_CALLBACK_DESTROYED); + + InputClientRef* callbackMemory = new InputClientRef(SelfSP); + + EventInst->setUserData(callbackMemory); + EventInst->start(); + } + } + }; + + FMODSettings->IsEventDataLoaded() ? PlayLambda() : FMODSettings->RegisterCallback(PlayLambda, IsLoadedHandle); +} + +void FFMODAudioLinkInputClient::Stop() +{ + if (EventInstance->isValid()) + { + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkInputClient::Stop: Stopping EventInstance.")); + EventInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); + EventInstance->release(); + } + + if (IsLoadedHandle.IsValid()) + { + FFMODAudioLinkSettingsProxy* FMODSettings = static_cast(Settings.Get()); + check(FMODSettings); + + FMODSettings->UnRegisterCallback(IsLoadedHandle); + IsLoadedHandle.Reset(); + } +} + +void FFMODAudioLinkInputClient::UpdateWorldState(const FWorldState& InParams) +{ + if (EventInstance->isValid()) + { + const FTransform& T = InParams.WorldTransform; + FMOD_3D_ATTRIBUTES attr = { { 0 } }; + FMODUtils::Assign(attr, T); + + // TODO: velocity + + EventInstance->set3DAttributes(&attr); + } +} + +bool FFMODAudioLinkInputClient::GetSamples(void* data, unsigned int dataLenBytes) +{ + FSharedBufferedOutputPtr StrongBufferProducer{ WeakProducer.Pin() }; + if (!StrongBufferProducer.IsValid()) + { + // return false, to indicate no more data. + FMemory::Memzero(data, dataLenBytes); + return false; + } + + float* dataBuffer = (float*)data; + + int32 FramesWritten = 0; + + int32 dataLenFrames = dataLenBytes / (sizeof(float)); + + bool bMoreDataRemaining = StrongBufferProducer->PopBuffer(dataBuffer, dataLenFrames, FramesWritten); + + // Zero any buffer space that we didn't output to. + int32 FramesThatNeedZeroing = dataLenFrames - FramesWritten; + + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkInputClient::GetSamples: (post-pop), SamplesPopped=%d, SamplesNeeded=%d, ZeroFrames=%d, This=0x%p"), + FramesWritten, dataLenFrames, FramesThatNeedZeroing, this); + + if (FramesThatNeedZeroing > 0) + { + FMemory::Memset(&dataBuffer[FramesWritten], 0, FramesThatNeedZeroing); + NumStarvedBuffersInARow++; + + static const int32 NumStatedBuffersBeforeStop = 5; + if (NumStarvedBuffersInARow > NumStatedBuffersBeforeStop) + { + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FMODAudioLinkInputClient::GetSamples: Stopping Starving input object, Needed=%d, Red=%d, StarvedCount=%d, This=0x%p"), + dataLenFrames, FramesWritten, NumStarvedBuffersInARow, this); + + // Terminate. + bMoreDataRemaining = false; + } + } + else + { + NumStarvedBuffersInARow = 0; + } + + return bMoreDataRemaining; +} + +IBufferedAudioOutput::FBufferFormat* FFMODAudioLinkInputClient::GetFormat() +{ + // Ensure we're still listening to a sub mix that exists. + FSharedBufferedOutputPtr StrongPtr{ WeakProducer.Pin() }; + if (!StrongPtr.IsValid()) + { + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FMODAudioLinkInputClient::GetFormat: FSharedBufferedOutputPtr not valid.")); + } + else + { + ensure(StrongPtr->GetFormat(UnrealFormat)); + } + + return &UnrealFormat; +} + +void FFMODAudioLinkInputClient::SetFormat(const IBufferedAudioOutput::FBufferFormat *AudioFormat) +{ + UnrealFormat.NumChannels = AudioFormat->NumChannels; + UnrealFormat.NumSamplesPerBlock = AudioFormat->NumSamplesPerBlock; + UnrealFormat.NumSamplesPerSec = AudioFormat->NumSamplesPerSec; +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.h new file mode 100644 index 00000000..3a203926 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkInputClient.h @@ -0,0 +1,58 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "IAudioLink.h" +#include "IAudioLinkFactory.h" +#include "Templates/SharedPointer.h" +#include "IBufferedAudioOutput.h" +#include "DSP/BufferVectorOperations.h" + +#include "fmod_studio.hpp" + +class UFMODAudioLinkComponent; +class FFMODAudioLinkInputClient; + +class FFMODAudioLinkInputClient : public TSharedFromThis +{ +public: + FFMODAudioLinkInputClient(const FSharedBufferedOutputPtr& InToConsumeFrom, const UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr& InSettings, FName InNameOfProducingSource={}); + virtual ~FFMODAudioLinkInputClient(); + + /// Used by all Audio Link sources. + /// Optional component parameter that is used with the FMODAudioLinkComponent. + void Start(USceneComponent* InComponent = nullptr); + void Stop(); + + struct FWorldState + { + FTransform WorldTransform; + }; + // Called from Consumer thread at game tick rate. + void UpdateWorldState(const FWorldState&); + // Called from FMOD thread. + bool GetSamples(void* data, unsigned int datalen); + + IBufferedAudioOutput::FBufferFormat* GetFormat(); + + /// Used Sound "Sources" instead of FormatKnownDelegate to store the format at the time of starting. + void SetFormat(const IBufferedAudioOutput::FBufferFormat *AudioFormat); + + FName GetProducerName() const { return ProducerName; } + FMOD::Studio::EventInstance* EventInstance; + +private: + void Register(const FName& NameOfProducingSource); + void Unregister(); + + FWeakBufferedOutputPtr WeakProducer; + UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr Settings; + + IBufferedAudioOutput::FBufferFormat UnrealFormat; + + FName ProducerName; + int32 NumStarvedBuffersInARow = 0; + FDelegateHandle IsLoadedHandle; +}; + +using FSharedFMODAudioLinkInputClientPtr = TSharedPtr; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkLog.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkLog.cpp new file mode 100644 index 00000000..f340095d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkLog.cpp @@ -0,0 +1,5 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkLog.h" + +DEFINE_LOG_CATEGORY(LogFMODAudioLink); \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSettings.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSettings.cpp new file mode 100644 index 00000000..22c34ee2 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSettings.cpp @@ -0,0 +1,150 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkSettings.h" +#include "FMODAudioLinkFactory.h" +#include "FMODAudioLinkLog.h" +#include "FMODStudioModule.h" +#include "FMODEvent.h" +#include "fmod_studio.hpp" +#include "FMODSettings.h" + +#include "Engine/StreamableManager.h" +#include "Engine/AssetManager.h" +#include "Async/Async.h" + + +FFMODAudioLinkSettingsProxy::FFMODAudioLinkSettingsProxy(const UFMODAudioLinkSettings& InSettings) +{ + Update(InSettings); +} + +void FFMODAudioLinkSettingsProxy::Update(const UFMODAudioLinkSettings& InSettings) +{ + InSettings.RequestLoadLinkEvent(); + ReceivingBufferSizeInFrames = InSettings.GetReceivingBufferSizeInFrames(); + ProducerToConsumerBufferRatio = InSettings.ProducerToConsumerBufferRatio; + InitialSilenceFillRatio = InSettings.InitialSilenceFillRatio; + FMODLinkEvent = InSettings.LinkEvent; +} + +bool FFMODAudioLinkSettingsProxy::IsEventDataLoaded() const +{ + return bIsEventDataLoaded; +} + +void FFMODAudioLinkSettingsProxy::RegisterCallback(const TFunction& InCallback, FDelegateHandle& OutHandle) +{ + FScopeLock Lock(&CS); + OutHandle = OnEventLoadedDelegate.Add(FSimpleMulticastDelegate::FDelegate::CreateLambda(InCallback)); +} + +bool FFMODAudioLinkSettingsProxy::UnRegisterCallback(const FDelegateHandle& InDelegate) +{ + FScopeLock Lock(&CS); + return OnEventLoadedDelegate.Remove(InDelegate); +} + +void FFMODAudioLinkSettingsProxy::NotifyEventDataLoaded() +{ + FScopeLock Lock(&CS); + bIsEventDataLoaded = true; + OnEventLoadedDelegate.Broadcast(); +} + +#if WITH_EDITOR +void FFMODAudioLinkSettingsProxy::RefreshFromSettings(UAudioLinkSettingsAbstract* InSettings, FPropertyChangedEvent& InPropertyChangedEvent) +{ + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkSettingsProxy::RefreshFromSettings.")); + Update(*CastChecked(InSettings)); +} +#endif //WITH_EDITOR + + +void UFMODAudioLinkSettings::PostLoad() +{ + RequestLoadLinkEvent(); + Super::PostLoad(); +} + +void UFMODAudioLinkSettings::RequestLoadLinkEvent() const +{ + if (bLoadRequested) + { + return; + } + bLoadRequested = true; + const UFMODSettings& Settings = *GetDefault(); + if (Settings.bFMODAudioLinkEnabled) + { + AsyncTask(ENamedThreads::GameThread, [WeakThis = MakeWeakObjectPtr(const_cast(this))]() + { + if (WeakThis.IsValid()) + { + FStreamableManager& StreamableManager = UAssetManager::GetStreamableManager(); + FStreamableDelegate Delegate = FStreamableDelegate::CreateUObject(WeakThis.Get(), &UFMODAudioLinkSettings::OnLoadCompleteCallback); + WeakThis->LoadingHandle = StreamableManager.RequestAsyncLoad(WeakThis->LinkEvent.ToSoftObjectPath(), Delegate, FStreamableManager::AsyncLoadHighPriority, + /* Managed active handle */ true); + UE_LOG(LogFMODAudioLink, VeryVerbose, TEXT("FFMODAudioLinkSettings::RequestLoadLinkEvent: Async Loading %s."), *WeakThis->LinkEvent.ToSoftObjectPath().ToString()); + } + }); + } +} + +void UFMODAudioLinkSettings::OnLoadCompleteCallback() +{ + TArray LoadedAssets; + LoadingHandle->GetLoadedAssets(LoadedAssets); + if (LoadedAssets.Num() > 0 && IsValid(LoadedAssets[0])) + { + LinkEventResolved = CastChecked(LoadedAssets[0]); + if (IsValid(LinkEventResolved)) + { + LinkEventResolved->AddToRoot(); + } + else + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkSettings::OnLoadCompleteCallback: Unable to resolve Link Event.")); + } + } + + GetCastProxy()->NotifyEventDataLoaded(); + LoadingHandle.Reset(); +} + +void UFMODAudioLinkSettings::FinishDestroy() +{ + if (IsValid(LinkEventResolved)) + { + LinkEventResolved->RemoveFromRoot(); + } + Super::FinishDestroy(); +} + +int32 UFMODAudioLinkSettings::GetReceivingBufferSizeInFrames() const +{ + if (IFMODStudioModule::IsAvailable()) + { + FMOD::System* CoreSystem; + FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Max); + if (StudioSystem) + { + StudioSystem->getCoreSystem(&CoreSystem); + if (CoreSystem) + { + unsigned int bufferLength = 0; + CoreSystem->getDSPBufferSize(&bufferLength, 0); + + return bufferLength; + } + } + } + + static const int32 SensibleDefaultSize = 512; + UE_LOG(LogFMODAudioLink, Warning, TEXT("FMODAudioLinkSettings: Failed to get FMOD settings for buffer size, defaulting to '%d'"), SensibleDefaultSize); + return SensibleDefaultSize; +} + +FName UFMODAudioLinkSettings::GetFactoryName() const +{ + return FFMODAudioLinkFactory::GetFactoryNameStatic(); +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSourcePushed.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSourcePushed.cpp new file mode 100644 index 00000000..9e86be78 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSourcePushed.cpp @@ -0,0 +1,116 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkSourcePushed.h" +#include "FMODAudioLinkSettings.h" +#include "FMODAudioLinkInputClient.h" +#include "FMODAudioLinkLog.h" + +#include "FMODEvent.h" + +FFMODAudioLinkSourcePushed::FFMODAudioLinkSourcePushed(const IAudioLinkFactory::FAudioLinkSourcePushedCreateArgs& InArgs, IAudioLinkFactory* InFactory) + : CreateArgs(InArgs) +{ + const FFMODAudioLinkSettingsProxy* FMODSettingsSP = static_cast(InArgs.Settings.Get()); + + IAudioLinkFactory::FPushedBufferListenerCreateParams Params; + Params.SizeOfBufferInFrames = InArgs.NumFramesPerBuffer; + Params.bShouldZeroBuffer = FMODSettingsSP->ShouldClearBufferOnReceipt(); + + ProducerSP = InFactory->CreatePushableBufferListener(Params); + ConsumerSP = MakeShared(ProducerSP, InArgs.Settings, InArgs.OwnerName); + + // Unreal uses samples for 'Channels x samples' and frames for 'samples' + int32 BufferSizeInChannelSamples = FMODSettingsSP->GetReceivingBufferSizeInFrames() * InArgs.NumChannels; + int32 ReserveSizeInChannelSamples = (float)BufferSizeInChannelSamples * FMODSettingsSP->GetProducerConsumerBufferRatio(); + int32 SilenceToAddToFirstBuffer = FMath::Min((float)BufferSizeInChannelSamples * FMODSettingsSP->GetInitialSilenceFillRatio(), ReserveSizeInChannelSamples); + + // Set circular buffer ahead of first buffer. + ProducerSP->Reserve(ReserveSizeInChannelSamples, SilenceToAddToFirstBuffer); + + UE_LOG(LogFMODAudioLink, Verbose, + TEXT("FFMODAudioLinkSourcePushed::Ctor() Name=%s, Producer=0x%p, Consumer=0x%p, p2c%%=%2.2f, PlayEvent=%s, TotalFramesForSource=%d, This=0x%p"), + *InArgs.OwnerName.GetPlainNameString(), ProducerSP.Get(), + ConsumerSP.Get(), FMODSettingsSP->GetProducerConsumerBufferRatio(), *FMODSettingsSP->GetLinkEvent()->GetName(), + CreateArgs.TotalNumFramesInSource, this); +} + +FFMODAudioLinkSourcePushed::~FFMODAudioLinkSourcePushed() +{ + UE_LOG(LogFMODAudioLink, Verbose, + TEXT("FFMODAudioLinkSourcePushed::Dtor() Name=%s, Producer=0x%p, Consumer=0x%p, RecievedFrames=%d/%d, This=0x%p"), + *CreateArgs.OwnerName.GetPlainNameString(), ProducerSP.Get(), ConsumerSP.Get(), NumFramesReceivedSoFar, + CreateArgs.TotalNumFramesInSource,this); + + if (ConsumerSP.IsValid()) + { + ConsumerSP->Stop(); + } +} + +void FFMODAudioLinkSourcePushed::OnNewBuffer(const FOnNewBufferParams& InArgs) +{ + UE_LOG(LogFMODAudioLink, VeryVerbose, + TEXT("FFMODAudioLinkSourcePushed::OnNewBuffer() Name=%s, Producer=0x%p, Consumer=0x%p, SourceID=%d, RecievedFrames=%d/%d, This=0x%p"), + *CreateArgs.OwnerName.GetPlainNameString(), ProducerSP.Get(), ConsumerSP.Get(), SourceId, NumFramesReceivedSoFar, + CreateArgs.TotalNumFramesInSource, this); + + NumFramesReceivedSoFar += CreateArgs.NumFramesPerBuffer; + + if (SourceId == INDEX_NONE) + { + IBufferedAudioOutput::FBufferFormat AudioFormat = {}; + AudioFormat.NumChannels = CreateArgs.NumChannels; + AudioFormat.NumSamplesPerBlock = CreateArgs.NumFramesPerBuffer; + AudioFormat.NumSamplesPerSec = CreateArgs.SampleRate; + ConsumerSP->SetFormat(&AudioFormat); + + SourceId = InArgs.SourceId; + ProducerSP->Start(nullptr); + ConsumerSP->Start(); + } + check(SourceId == InArgs.SourceId); + + IPushableAudioOutput* Pushable = ProducerSP->GetPushableInterface(); + if (ensure(Pushable)) + { + IPushableAudioOutput::FOnNewBufferParams Params; + Params.AudioData = InArgs.Buffer.GetData(); + Params.NumSamples = InArgs.Buffer.Num(); + Params.Id = InArgs.SourceId; + Params.NumChannels = CreateArgs.NumChannels; + Params.SampleRate = CreateArgs.SampleRate; + Pushable->PushNewBuffer(Params); + } +} + +void FFMODAudioLinkSourcePushed::OnSourceDone(const int32 InSourceId) +{ + UE_LOG(LogFMODAudioLink, Verbose, + TEXT("FFMODAudioLinkSourcePushed::OnSourceDone() Name=%s, Producer=0x%p, Consumer=0x%p, RecievedFrames=%d/%d, This=0x%p"), + *CreateArgs.OwnerName.GetPlainNameString(), ProducerSP.Get(), ConsumerSP.Get(), NumFramesReceivedSoFar, + CreateArgs.TotalNumFramesInSource, this); + + check(SourceId == InSourceId); + IPushableAudioOutput* Pushable = ProducerSP->GetPushableInterface(); + if (ensure(Pushable)) + { + Pushable->LastBuffer(SourceId); + } + SourceId = INDEX_NONE; +} + +void FFMODAudioLinkSourcePushed::OnSourceReleased(const int32 InSourceId) +{ + UE_LOG(LogFMODAudioLink, Verbose, + TEXT("FFMODAudioLinkSourcePushed::OnSourceReleased() Name=%s, Producer=0x%p, Consumer=0x%p, RecievedFrames=%d/%d, This=0x%p"), + *CreateArgs.OwnerName.GetPlainNameString(), ProducerSP.Get(), ConsumerSP.Get(), NumFramesReceivedSoFar, + CreateArgs.TotalNumFramesInSource,this); +} + +// Called by the AudioThread, not the AudioRenderThread +void FFMODAudioLinkSourcePushed::OnUpdateWorldState(const FOnUpdateWorldStateParams& InParams) +{ + FFMODAudioLinkInputClient::FWorldState UpdateParams; + UpdateParams.WorldTransform = InParams.WorldTransform; + ConsumerSP->UpdateWorldState(UpdateParams); +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSourcePushed.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSourcePushed.h new file mode 100644 index 00000000..7eae52a6 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSourcePushed.h @@ -0,0 +1,23 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once +#include "FMODAudioLinkInputClient.h" + +#include "IAudioLink.h" +#include "IBufferedAudioOutput.h" + +struct FFMODAudioLinkSourcePushed : IAudioLinkSourcePushed +{ + int32 SourceId = INDEX_NONE; + int32 NumFramesReceivedSoFar = INDEX_NONE; + FSharedBufferedOutputPtr ProducerSP; + FSharedFMODAudioLinkInputClientPtr ConsumerSP; + IAudioLinkFactory::FAudioLinkSourcePushedCreateArgs CreateArgs; + + FFMODAudioLinkSourcePushed(const IAudioLinkFactory::FAudioLinkSourcePushedCreateArgs& InArgs, IAudioLinkFactory* InFactory); + virtual ~FFMODAudioLinkSourcePushed() override; + void OnNewBuffer(const FOnNewBufferParams& InArgs) override; + void OnSourceDone(const int32 InSourceId) override; + void OnSourceReleased(const int32 InSourceId) override; + void OnUpdateWorldState(const FOnUpdateWorldStateParams& InParams) override; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSynchronizer.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSynchronizer.cpp new file mode 100644 index 00000000..dac735a3 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSynchronizer.cpp @@ -0,0 +1,141 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkSynchronizer.h" +#include "fmod_studio.hpp" +#include "FMODStudioModule.h" +#include "FMODAudioLinkLog.h" + +#include "AudioDeviceManager.h" + +FMOD_RESULT F_CALLBACK MixCallback(FMOD_SYSTEM* system, FMOD_SYSTEM_CALLBACK_TYPE type, void* commanddata1, void* commanddata2, void* userdata) +{ + FFMODAudioLinkSynchronizer *Synchro = static_cast(userdata); + if (Synchro) + { + FMOD::System *CoreSystem = (FMOD::System*)system; + + FMOD::ChannelGroup *MasterGroup = NULL; + CoreSystem->getMasterChannelGroup(&MasterGroup); + uint64 dspClock = 0; + MasterGroup->getDSPClock(&dspClock, 0); + + switch (type) + { + case FMOD_SYSTEM_CALLBACK_POSTMIX: + Synchro->ExecuteEndRender(dspClock); + break; + default: + break; + } + } + return FMOD_OK; +} + +FFMODAudioLinkSynchronizer::FFMODAudioLinkSynchronizer() +{ + Bind(); +} + +FFMODAudioLinkSynchronizer::~FFMODAudioLinkSynchronizer() +{ + Unbind(); +} + +void FFMODAudioLinkSynchronizer::ExecuteEndRender(uint64 dspClock) +{ + FScopeLock Lock(&CallbackLock); + FOnRenderParams Params; + Params.BufferTickID = dspClock; + Params.NumFrames = dspBufferSize; + OnEndRender.Broadcast(Params); +} + +void FFMODAudioLinkSynchronizer::ExecuteOpenStream() +{ + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkSynchronizer::ExecuteOpenStream: Opening stream between Unreal and FMOD.")); + + int samplerate = 0, numchannels = 0; + FMOD_SPEAKERMODE speakerMode; + CoreSystem->getDSPBufferSize(&dspBufferSize, 0); + CoreSystem->getSoftwareFormat(&samplerate, &speakerMode, 0); + CoreSystem->getSpeakerModeChannels(speakerMode, &numchannels); + + FOnOpenStreamParams Params; + Params.NumChannels = numchannels; + Params.SampleRate = samplerate; + Params.NumFrames = dspBufferSize; + Params.Name = TEXT("AudioLink for FMOD"); + OnOpenStream.Broadcast(Params); +} + +void FFMODAudioLinkSynchronizer::ExecuteCloseStream() +{ + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkSynchronizer::ExecuteCloseStream: Closing stream between Unreal and FMOD.")); + + OnCloseStream.Broadcast(); +} + +void FFMODAudioLinkSynchronizer::ExecuteSuspend() +{ + OnSuspend.Broadcast(); +} + +void FFMODAudioLinkSynchronizer::ExecuteResume() +{ + OnResume.Broadcast(); +} + +void FFMODAudioLinkSynchronizer::Bind() +{ + if (UNLIKELY(bIsBound)) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkSynchronizer::Bind: Already bound.")); + return; + } + + if (UNLIKELY(!IFMODStudioModule::Get().IsAvailable())) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAduioLinkSynchronizer::Bind: FMODStudioModule not available.")); + return; + } + + auto* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (!StudioSystem) + { + StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Auditioning); + } + if (UNLIKELY(!StudioSystem)) + { + UE_LOG(LogFMODAudioLink, Error, TEXT("FFMODAudioLinkSynchronizer::ExecuteOpenStream: No Studio System.")); + return; + } + + StudioSystem->getCoreSystem(&CoreSystem); + + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkSynchronizer::Bind: Binding System Callbacks.")); + + CoreSystem->setUserData(this); + CoreSystem->setCallback(MixCallback, FMOD_SYSTEM_CALLBACK_POSTMIX); + + ExecuteOpenStream(); + + bIsBound = true; +} + +void FFMODAudioLinkSynchronizer::Unbind() +{ + if (UNLIKELY(!bIsBound)) + { + return; + } + if (UNLIKELY(!CoreSystem)) + { + return; + } + + UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkSynchronizer::Bind: Unbinding.")); + CoreSystem->setCallback(NULL, 0); + bIsBound = false; + + ExecuteCloseStream(); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSynchronizer.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSynchronizer.h new file mode 100644 index 00000000..29f12578 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Private/FMODAudioLinkSynchronizer.h @@ -0,0 +1,58 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "IAudioLink.h" +#include "Misc/ScopeRWLock.h" +#include "fmod.hpp" + +struct FFMODAudioLinkSynchronizer : IAudioLinkSynchronizer, TSharedFromThis +{ + IAudioLinkSynchronizer::FOnSuspend OnSuspend; + IAudioLinkSynchronizer::FOnResume OnResume; + IAudioLinkSynchronizer::FOnOpenStream OnOpenStream; + IAudioLinkSynchronizer::FOnCloseStream OnCloseStream; + IAudioLinkSynchronizer::FOnBeginRender OnBeginRender; + IAudioLinkSynchronizer::FOnEndRender OnEndRender; + + FRWLock RwLock; + FCriticalSection CallbackLock; + FMOD::System* CoreSystem; + + bool bIsBound{ false }; + unsigned int dspBufferSize; + + FFMODAudioLinkSynchronizer(); + ~FFMODAudioLinkSynchronizer() override; + + void ExecuteEndRender(uint64 dspClock); + void ExecuteOpenStream(); + void ExecuteCloseStream(); + void ExecuteSuspend(); + void ExecuteResume(); + void Bind(); + void Unbind(); + + #define MAKE_DELEGATE_FUNC(X)\ + FDelegateHandle Register##X##Delegate(const FOn##X::FDelegate& InDelegate) override\ + {\ + FWriteScopeLock WriteLock(RwLock);\ + return On##X.Add(InDelegate);\ + }\ + bool Remove##X##Delegate(const FDelegateHandle& InHandle) override\ + {\ + FWriteScopeLock WriteLock(RwLock);\ + return On##X.Remove(InHandle);\ + } + + MAKE_DELEGATE_FUNC(Suspend) + MAKE_DELEGATE_FUNC(Resume) + MAKE_DELEGATE_FUNC(OpenStream) + MAKE_DELEGATE_FUNC(CloseStream) + MAKE_DELEGATE_FUNC(BeginRender) //Use to sync UE and FMOD + MAKE_DELEGATE_FUNC(EndRender) //Use to sync UE and FMOD + + #undef MAKE_DELEGATE_FUNC + + friend FMOD_RESULT F_CALLBACK MixCallback(FMOD_SYSTEM* system, FMOD_SYSTEM_CALLBACK_TYPE type, void* commanddata1, void* commanddata2, void* userdata); +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkComponent.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkComponent.h new file mode 100644 index 00000000..79f8ebaa --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkComponent.h @@ -0,0 +1,47 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "FMODAudioLinkSettings.h" +#include "IAudioLink.h" +#include "IAudioLinkBlueprintInterface.h" + +class UAudioComponent; + +#include "FMODAudioLinkComponent.generated.h" + +UCLASS(ClassGroup = (Audio, Common), HideCategories = (Object, ActorComponent, Physics, Rendering, Mobility, LOD), + ShowCategories = Trigger, meta = (BlueprintSpawnableComponent)) +class UFMODAudioLinkComponent : public USceneComponent, public IAudioLinkBlueprintInterface +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AudioLink") + TObjectPtr Settings; + + /** The sound to be played */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sound) + TObjectPtr Sound; + +protected: + //~ Begin IAudioLinkInterface + virtual void SetLinkSound(USoundBase* NewSound) override; + virtual void PlayLink(float StartTime = 0.0f) override; + virtual void StopLink() override; + virtual bool IsLinkPlaying() const override; + //~ End IAudioLinkInterface + + //~ Begin ActorComponent Interface. + virtual void OnRegister() override; + virtual void OnUnregister() override; + //~ End ActorComponent Interface. + + void CreateAudioComponent(); + + UPROPERTY(Transient) + TObjectPtr AudioComponent; + + void CreateLink(); + TUniquePtr LinkInstance; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkLog.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkLog.h new file mode 100644 index 00000000..e524c292 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkLog.h @@ -0,0 +1,8 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "Stats/Stats.h" +#include "Logging/LogMacros.h" + +FMODSTUDIO_API DECLARE_LOG_CATEGORY_EXTERN(LogFMODAudioLink, Log, All); diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkModule.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkModule.h new file mode 100644 index 00000000..92f28d22 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkModule.h @@ -0,0 +1,21 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "Modules/ModuleInterface.h" +#include "Modules/ModuleManager.h" + +#include "FMODAudioLinkFactory.h" + +class FFMODAudioLinkModule +{ +public: + FFMODAudioLinkModule() + { + Factory = MakeUnique(); + } + ~FFMODAudioLinkModule() + { + Factory.Reset(); + } +private: + TUniquePtr Factory; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkSettings.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkSettings.h new file mode 100644 index 00000000..365fb4fa --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkSettings.h @@ -0,0 +1,98 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "AudioLinkSettingsAbstract.h" +#include "Engine/StreamableManager.h" + +#include "FMODAudioLinkSettings.generated.h" + +class UFMODAudioLinkSettings; +class UFMODEvent; + +class FFMODAudioLinkSettingsProxy : public IAudioLinkSettingsProxy +{ +public: + FFMODAudioLinkSettingsProxy(const UFMODAudioLinkSettings&); + virtual ~FFMODAudioLinkSettingsProxy() = default; + + const TSoftObjectPtr& GetLinkEvent() const { return FMODLinkEvent; } + int32 GetReceivingBufferSizeInFrames() const { return ReceivingBufferSizeInFrames; } + bool ShouldClearBufferOnReceipt() const { return bShouldZeroBuffer; } + float GetProducerConsumerBufferRatio() const { return ProducerToConsumerBufferRatio; } + float GetInitialSilenceFillRatio() const { return InitialSilenceFillRatio; } + + void Update(const UFMODAudioLinkSettings&); + + bool IsEventDataLoaded() const; + void RegisterCallback(const TFunction& InCallback, FDelegateHandle& OutHandle); + bool UnRegisterCallback(const FDelegateHandle& InDelegate); + +protected: + void NotifyEventDataLoaded(); + +private: +#if WITH_EDITOR + void RefreshFromSettings(UAudioLinkSettingsAbstract* InSettings, FPropertyChangedEvent& InPropertyChangedEvent) override; +#endif //WITH_EDITOR + + FSimpleMulticastDelegate OnEventLoadedDelegate; + FCriticalSection CS; + friend class UFMODAudioLinkSettings; + + TSoftObjectPtr FMODLinkEvent; + int32 ReceivingBufferSizeInFrames; + bool bShouldZeroBuffer = true; + bool bIsEventDataLoaded = false; + float ProducerToConsumerBufferRatio = 2.0f; + float InitialSilenceFillRatio = 1.0f; +}; + +using FSharedFMODAudioLinkSettingsProxyPtr = TSharedPtr; + +UCLASS(config = Engine, defaultconfig) +class FMODSTUDIO_API UFMODAudioLinkSettings : public UAudioLinkSettingsAbstract +{ + GENERATED_BODY() + + UPROPERTY(Config, EditAnywhere, Category = default) + TSoftObjectPtr LinkEvent; + + /** If this is set, the receiving code will clear the buffer after it's read, so it's not rendered by Unreal. Only applies if running both renderers at once. */ + UPROPERTY(Config, EditAnywhere, Category = default) + bool bShouldClearBufferOnReceipt = true; + + /** This is the ratio of producer to consumer buffer size, 2.0 means its twice as big as the consumer buffer. */ + UPROPERTY(Config, EditAnywhere, Category = default) + float ProducerToConsumerBufferRatio = 2.0f; + + /** Ratio of initial buffer to fill with silence ahead of consumption. Adjusting this can resolve starvation at the cost of added latency. */ + UPROPERTY(Config, EditAnywhere, Category = default) + float InitialSilenceFillRatio = 1.0f; + + void RequestLoadLinkEvent() const; + +protected: + TSharedPtr LoadingHandle; + + /** Once the SoftObjectReference has been resolved, attach the reference here so it's owned. */ + UPROPERTY(Transient) + TObjectPtr LinkEventResolved; + + void PostLoad() override; // Only occurs at editor startup and game startup, not PIE + void OnLoadCompleteCallback(); + void FinishDestroy() override; + mutable bool bLoadRequested = false; + + friend class FFMODAudioLinkSettingsProxy; + + int32 GetReceivingBufferSizeInFrames() const; + + UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr MakeProxy() const override + { + return UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr(new FFMODAudioLinkSettingsProxy{ *this }); + } + + FName GetFactoryName() const override; +}; + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/FMODAudioLinkEditor.Build.cs b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/FMODAudioLinkEditor.Build.cs new file mode 100644 index 00000000..aaf23bd3 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/FMODAudioLinkEditor.Build.cs @@ -0,0 +1,15 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +using UnrealBuildTool; +using System; + +public struct FMODAudioLinkEditor +{ + public static void Apply(UnrealBuildTool.Rules.FMODStudio FMODModule, ReadOnlyTargetRules Target) + { + if (Target.bBuildEditor) + { + FMODModule.AddModule("FMODAudioLinkEditor", false); + } + } +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Private/FMODAudioLinkSettingsFactory.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Private/FMODAudioLinkSettingsFactory.cpp new file mode 100644 index 00000000..e1aaec11 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Private/FMODAudioLinkSettingsFactory.cpp @@ -0,0 +1,60 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "FMODAudioLinkSettingsFactory.h" +#include "FMODAudioLinkSettings.h" +#include "AssetTypeCategories.h" +#include "UObject/ObjectMacros.h" +#include "UObject/Object.h" + +#define LOCTEXT_NAMESPACE "AssetTypeActions" + +FText FAssetTypeActions_FMODAudioLinkSettings::GetName() const +{ + return LOCTEXT("AssetTypeActions_FMODAudioLinkSettings", "FMOD AudioLink Settings"); +} + +FColor FAssetTypeActions_FMODAudioLinkSettings::GetTypeColor() const +{ + return FColor(100, 100, 100); +} + +const TArray& FAssetTypeActions_FMODAudioLinkSettings::GetSubMenus() const +{ + static const TArray SubMenus + { + LOCTEXT("AssetAudioLinkSubMenu", "AudioLink") + }; + + return SubMenus; +} + +UClass* FAssetTypeActions_FMODAudioLinkSettings::GetSupportedClass() const +{ + return UFMODAudioLinkSettings::StaticClass(); +} + +uint32 FAssetTypeActions_FMODAudioLinkSettings::GetCategories() +{ + return EAssetTypeCategories::Sounds; +} + +UFMODAudioLinkSettingsFactory::UFMODAudioLinkSettingsFactory(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SupportedClass = UFMODAudioLinkSettings::StaticClass(); + + bCreateNew = true; + bEditorImport = true; + bEditAfterNew = true; +} + +UObject* UFMODAudioLinkSettingsFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) +{ + return NewObject(InParent, Name, Flags); +} + +uint32 UFMODAudioLinkSettingsFactory::GetMenuCategories() const +{ + return EAssetTypeCategories::Sounds; +} +#undef LOCTEXT_NAMESPACE \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Private/FMODAudioLinkSettingsFactory.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Private/FMODAudioLinkSettingsFactory.h new file mode 100644 index 00000000..2ff5d6c7 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Private/FMODAudioLinkSettingsFactory.h @@ -0,0 +1,30 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#pragma once + +#include "Factories/Factory.h" +#include "AssetTypeActions_Base.h" +#include "AssetToolsModule.h" + +#include "FMODAudioLinkSettingsFactory.generated.h" + +UCLASS(hidecategories = Object, MinimalAPI) +class UFMODAudioLinkSettingsFactory : public UFactory +{ + GENERATED_UCLASS_BODY() + + virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, + FFeedbackContext* Warn) override; + + virtual uint32 GetMenuCategories() const override; +}; + +class FAssetTypeActions_FMODAudioLinkSettings : public FAssetTypeActions_Base +{ +public: + virtual FText GetName() const override; + virtual FColor GetTypeColor() const override; + virtual const TArray& GetSubMenus() const override; + virtual UClass* GetSupportedClass() const override; + virtual uint32 GetCategories() override; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Public/FMODAudioLinkEditorModule.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Public/FMODAudioLinkEditorModule.h new file mode 100644 index 00000000..1b98c05d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODAudioLinkEditor/Public/FMODAudioLinkEditorModule.h @@ -0,0 +1,39 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024. + +#include "Modules/ModuleInterface.h" +#include "FMODAudioLinkSettingsFactory.h" +#include "FMODAudioLinkSettings.h" +#include "ISettingsModule.h" + +class FAssetTypeActions_FMODAudioLinkSettings; + +class FFMODAudioLinkEditorModule +{ +public: + FFMODAudioLinkEditorModule() + { + // Register asset types + IAssetTools& AssetTools = FAssetToolsModule::GetModule().Get(); + { + AssetActions = MakeShared(); + AssetTools.RegisterAssetTypeActions(AssetActions.ToSharedRef()); + + if (ISettingsModule* SettingsModule = FModuleManager::Get().GetModulePtr("Settings")) + { + SettingsModule->RegisterSettings("Project", "Plugins", "FMOD AudioLink", NSLOCTEXT("FMODAudioLink", "FMOD AudioLink", "FMOD AudioLink"), + NSLOCTEXT("FMODAudioLink", "Configure AudioLink for FMOD Settings", "Configure AudioLink for FMOD Settings"), GetMutableDefault()); + } + } + } + ~FFMODAudioLinkEditorModule() + { + if (FAssetToolsModule::IsModuleLoaded()) + { + IAssetTools& AssetTools = FAssetToolsModule::GetModule().Get(); + AssetTools.UnregisterAssetTypeActions(AssetActions.ToSharedRef()); + } + AssetActions.Reset(); + } +private: + TSharedPtr AssetActions; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAmbientSound.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAmbientSound.h new file mode 100644 index 00000000..55688da7 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAmbientSound.h @@ -0,0 +1,26 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAudioComponent.h" +#include "FMODAmbientSound.generated.h" + +/** FMOD Ambient Sound. +*/ +UCLASS(AutoExpandCategories = Audio, ClassGroup = Sounds, hidecategories(Collision, Input)) +class FMODSTUDIO_API AFMODAmbientSound : public AActor +{ + GENERATED_UCLASS_BODY() + +public: + /** The Audio component for this actor */ + UPROPERTY(Category = Sound, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Sound")) + UFMODAudioComponent *AudioComponent; + +// Begin AActor interface. +#if WITH_EDITOR + virtual void CheckForErrors() override; + virtual bool GetReferencedContentObjects(TArray &Objects) const override; +#endif +// End AActor interface. +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAnimNotifyPlay.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAnimNotifyPlay.h new file mode 100644 index 00000000..38e0ca3b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAnimNotifyPlay.h @@ -0,0 +1,31 @@ +#pragma once + +#include "Animation/AnimNotifies/AnimNotify.h" +#include "FMODEvent.h" +#include "FMODAnimNotifyPlay.generated.h" + +UCLASS(const, hidecategories = Object, collapsecategories, meta = (DisplayName = "Play FMOD Event")) +class FMODSTUDIO_API UFMODAnimNotifyPlay : public UAnimNotify +{ + GENERATED_BODY() + +public: + UFMODAnimNotifyPlay(); + +// Begin UAnimNotify interface + virtual void Notify(USkeletalMeshComponent *MeshComp, UAnimSequenceBase *AnimSeq) override; + virtual FString GetNotifyName_Implementation() const override; +// End UAnimNotify interface + + // If this sound should follow its owner + UPROPERTY(EditAnywhere, Category = "FMOD Anim Notify") + uint32 bFollow : 1; + + // Socket or bone name to attach sound to + UPROPERTY(EditAnywhere, Category = "FMOD Anim Notify", meta = (EditCondition = "bFollow")) + FString AttachName; + + // Sound to Play + UPROPERTY(EditAnywhere, Category = "FMOD Anim Notify", BlueprintReadWrite) + class UFMODEvent* Event; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAsset.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAsset.h new file mode 100644 index 00000000..d5d3c470 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAsset.h @@ -0,0 +1,29 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "Misc/Guid.h" +#include "CoreMinimal.h" +#include "FMODAsset.generated.h" + +/** + * FMOD Asset. + */ +UCLASS(BlueprintType) +class FMODSTUDIO_API UFMODAsset : public UObject +{ + GENERATED_UCLASS_BODY() + +public: + /** The unique Guid, which matches the one exported from FMOD Studio */ + UPROPERTY() + FGuid AssetGuid; + +protected: + /** Get tags to show in content view */ + virtual void GetAssetRegistryTags(TArray &OutTags) const override; + +private: + /** Non default instances of UFMODAsset are assets */ + virtual bool IsAsset() const override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAudioComponent.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAudioComponent.h new file mode 100644 index 00000000..3fb9bddf --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODAudioComponent.h @@ -0,0 +1,458 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "Containers/Map.h" +#include "Runtime/Launch/Resources/Version.h" +#include "Sound/SoundAttenuation.h" +#include "AudioDevice.h" +#include "FMODStudioModule.h" +#include "FMODUtils.h" +#include "FMODAudioComponent.generated.h" + +// Event property +UENUM() +namespace EFMODEventProperty +{ +enum Type +{ + /* Priority to set on low-level channels created by this event instance (-1 to 256). */ + ChannelPriority, + /** Schedule delay to synchronized playback for multiple tracks in DSP clocks, or -1 for default. */ + ScheduleDelay, + /** Schedule look-ahead on the timeline in DSP clocks, or -1 for default. */ + ScheduleLookahead, + /** Override the event's 3D minimum distance, or -1 for default. */ + MinimumDistance, + /** Override the event's 3D maximum distance, or -1 for default. */ + MaximumDistance, + /** Number of options */ + Count +}; +} + + +/** Used to store callback info from FMOD thread to our event */ +struct FTimelineMarkerProperties +{ + FString Name; + int32 Position; + FTimelineMarkerProperties() + : Position(0) + {} +}; + +/** Used to store callback info from FMOD thread to our event */ +struct FTimelineBeatProperties +{ + int32 Bar; + int32 Beat; + int32 Position; + float Tempo; + int32 TimeSignatureUpper; + int32 TimeSignatureLower; + FTimelineBeatProperties() + : Bar(0) + , Beat(0) + , Position(0) + , Tempo(0.0f) + , TimeSignatureUpper(0) + , TimeSignatureLower(0) + {} +}; + +USTRUCT(BlueprintType) +struct FFMODAttenuationDetails +{ + GENERATED_USTRUCT_BODY() + /** Should we use Attenuation set in Studio or be able to modify in Editor. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FMOD|Attenuation") + uint32 bOverrideAttenuation : 1; + /** Override the event's 3D minimum distance. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FMOD|Attenuation", + meta = (ClampMin = "0.0", UIMin = "0.0", EditCondition = "bOverrideAttenuation")) + float MinimumDistance; + /** Override the event's 3D maximum distance. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FMOD|Attenuation", + meta = (ClampMin = "0.0", UIMin = "0.0", EditCondition = "bOverrideAttenuation")) + float MaximumDistance; + + FFMODAttenuationDetails() + : bOverrideAttenuation(false) + , MinimumDistance(1.0f) + , MaximumDistance(10.0f) + {} +}; + +USTRUCT(BlueprintType) +struct FFMODOcclusionDetails +{ + GENERATED_USTRUCT_BODY() + /** Enable Occlusion Settings. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FMOD|Occlusion") + bool bEnableOcclusion; + /* Which trace channel to use for audio occlusion checks. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FMOD|Occlusion", meta = (EditCondition = "bEnableOcclusion")) + TEnumAsByte OcclusionTraceChannel; + /** Whether or not to enable complex geometry occlusion checks. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="FMOD|Occlusion", meta=(EditCondition = "bEnableOcclusion")) + bool bUseComplexCollisionForOcclusion; + + FFMODOcclusionDetails() + : bEnableOcclusion(false) + , OcclusionTraceChannel(ECC_Visibility) + , bUseComplexCollisionForOcclusion(false) + {} +}; + +/** called when an event stops, either because it played to completion or because a Stop() call turned it off early */ +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEventStopped); +/** called when a sound stops */ +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnSoundStopped); +/** called when we reach a named marker on the timeline */ +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnTimelineMarker, FString, Name, int32, Position); +/** called when we reach a beat on the timeline */ +DECLARE_DYNAMIC_MULTICAST_DELEGATE_SixParams( + FOnTimelineBeat, int32, Bar, int32, Beat, int32, Position, float, Tempo, int32, TimeSignatureUpper, int32, TimeSignatureLower); + +namespace FMOD +{ +class DSP; +class Sound; +namespace Studio +{ +class EventDescription; +class EventInstance; +} +} + +struct FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES; +struct FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES; + +/** + * Plays FMOD Studio events. + */ +UCLASS(Blueprintable, ClassGroup = (Audio, Common), hidecategories = (Object, ActorComponent, Physics, Rendering, Mobility, LOD), + ShowCategories = Trigger, meta = (BlueprintSpawnableComponent)) +class FMODSTUDIO_API UFMODAudioComponent : public USceneComponent +{ + GENERATED_UCLASS_BODY() + + friend struct FFMODEventControlExecutionToken; + friend struct FPlayingToken; + friend FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters); + +public: + /** The event asset to use for this sound. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FMODAudio) + UFMODEvent* Event; + + /** Event parameter cache. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, SimpleDisplay, Category = FMODAudio) + TMap ParameterCache; + + /** Sound name used for programmer sound. Will look up the name in any loaded audio table. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FMODAudio) + FString ProgrammerSoundName; + + /** Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FMODAudio) + uint32 bEnableTimelineCallbacks : 1; + + /** Auto destroy this component on completion. */ + UPROPERTY() + uint32 bAutoDestroy : 1; + + /** Stop sound when owner is destroyed. */ + UPROPERTY() + uint32 bStopWhenOwnerDestroyed : 1; + + /** Whether we apply gain and low-pass based on audio zones. */ + uint32 bApplyAmbientVolumes : 1; + + /** Whether we apply gain and low-pass based on occlusion onto a parameter. */ + uint32 bApplyOcclusionParameter:1; + + /** Called when an event stops, either because it played to completion or because a Stop() call turned it off early. */ + UPROPERTY(BlueprintAssignable) + FOnEventStopped OnEventStopped; + + /** Called when a sound stops. */ + UPROPERTY(BlueprintAssignable) + FOnSoundStopped OnSoundStopped; + + /** Called when we reach a named marker (if bEnableTimelineCallbacks is true). */ + UPROPERTY(BlueprintAssignable) + FOnTimelineMarker OnTimelineMarker; + + /** Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true). */ + UPROPERTY(BlueprintAssignable) + FOnTimelineBeat OnTimelineBeat; + + /** New Event to be used by the FMODAudioComponent. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetEvent(UFMODEvent *NewEvent); + + /** Start a sound playing on an audio component. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void Play(); + + /** Stop an audio component playing its sound cue, issue any delegates if needed. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void Stop(); + + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void Release(); + + /** Allow an event to continue past a sustain point. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void KeyOff(); + + /** Return true if this component is currently playing an event. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + bool IsPlaying(); + + /** Sets the volume level. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetVolume(float volume); + + /** Sets the pitch multiplier. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetPitch(float pitch); + + /** Pause/Unpause an audio component. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetPaused(bool paused); + + /** Get the paused state of the audio component. Returns false if internal getPaused query fails. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + bool GetPaused(); + + /** Set a parameter of the Event. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetParameter(FName Name, float Value); + + /** Will be deprecated in FMOD 2.01, use `GetParameterValue(FName, float, float)` instead. + * Get parameter value from the Event. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + float GetParameter(FName Name); + + /** Get parameter value from the Event. + * @param Name - Name of parameter + * @param UserValue - Parameter value as set from the public API. + * @param FinalValue - Final combined parameter value. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void GetParameterValue(FName Name, float &UserValue, float &FinalValue); + + /** Set a property of the Event. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetProperty(EFMODEventProperty::Type Property, float Value); + + /** Get a property of the Event. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + float GetProperty(EFMODEventProperty::Type Property); + + /** Get the event length in milliseconds. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + int32 GetLength() const; + + /** Set the timeline position in milliseconds. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetTimelinePosition(int32 Time); + + /** Get the timeline position in milliseconds. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + int32 GetTimelinePosition(); + + /** Set the sound name to use for programmer sound. Will look up the name in any loaded audio table. */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Components") + void SetProgrammerSoundName(FString Value); + + /** Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component. */ + void SetProgrammerSound(FMOD::Sound *Sound); + + /** FMOD Custom Attenuation Details. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FMODAudio) + struct FFMODAttenuationDetails AttenuationDetails; + + /** FMOD Custom Occlusion Details. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FMODAudio) + struct FFMODOcclusionDetails OcclusionDetails; + + /** Actual Studio instance handle. */ + FMOD::Studio::EventInstance *StudioInstance; + + // Begin UObject interface. +#if WITH_EDITOR + virtual void PostEditChangeProperty(FPropertyChangedEvent &e) override; +#endif // WITH_EDITOR + virtual void PostLoad() override; + // End UObject interface. + + // Begin USceneComponent Interface + virtual void Activate(bool bReset = false) override; + virtual void Deactivate() override; + /** Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. */ + virtual void OnRegister() override; + /** Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called. */ + virtual void OnUnregister() override; + // End USceneComponent Interface + + // Begin ActorComponent interface. + /** Overridable native event for when play begins for this actor. */ + virtual void BeginPlay() override; + /** Overridable function called whenever this actor is being removed from a level. */ + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + /** Function called every frame on this ActorComponent. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true. */ + virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + // End ActorComponent interface. + +protected: + // Begin UObject interface. + virtual void OnUpdateTransform(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport = ETeleportType::None) override; + // End UObject interface. + + // Begin USceneComponent Interface + virtual FString GetDetailedInfoInternal() const override; + // End USceneComponent Interface + +private: + bool bDefaultParameterValuesCached; + + enum PauseContext + { + Explicit, + Implicit + }; + + /** Used for pausing from sequencer. */ + bool bImplicitlyPaused = false; + + /** Used for pausing from a direct call to pause. */ + bool bExplicitlyPaused = false; + + /** Stored properties to apply next time we create an instance. */ + float StoredProperties[EFMODEventProperty::Count]; + + /** Internal play function which can play events in the editor. */ + void PlayInternal(EFMODSystemContext::Type Context, bool bReset = false); + + /** Pause the audio component from a sequencer call. */ + void PauseInternal(PauseContext Pauser); + + /** Resume the audio component from a sequencer call. */ + void ResumeInternal(PauseContext Pauser); + + /** Cache default event parameter values. */ + void CacheDefaultParameterValues(); + + /** Check that only player driven parameters are added to the cache. */ + void UpdateCachedParameterValues(); + + /** Update gain and low-pass based on interior volumes. */ + void UpdateInteriorVolumes(); + + /** Update attenuation if we have it set. */ + void UpdateAttenuation(); + + /** Apply Volume and LPF into event. */ + void ApplyVolumeLPF(); + + /** Timeline Marker callback. */ + void EventCallbackAddMarker(struct FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES *props); + + /** Timeline Beat callback. */ + void EventCallbackAddBeat(struct FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES *props); + + /** Programmer Sound Create callback. */ + void EventCallbackCreateProgrammerSound(struct FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props); + + /** Programmer Sound Destroy callback. */ + void EventCallbackDestroyProgrammerSound(struct FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props); + + /** Called when the event has finished stopping. */ + void OnPlaybackCompleted(); + + void EventCallbackSoundStopped(); + bool TriggerSoundStoppedDelegate; + +#if WITH_EDITORONLY_DATA + void UpdateSpriteTexture(); +#endif + +#if WITH_EDITOR + /** Function assigned to the FMODStudioModule PreShutdown delegate to clean up before the Studio System is released. */ + void Shutdown(); +#endif + + /** Release any cached parameters then the Studio Instance. */ + void ReleaseEventCache(); + + /** Release the Studio Instance. */ + void ReleaseEventInstance(); + + /** Check if a parameter is game controlled or automated to determine if it should be cached. */ + bool ShouldCacheParameter(const FMOD_STUDIO_PARAMETER_DESCRIPTION& ParameterDescription); + + /** Return a cached reference to the current IFMODStudioModule.*/ + IFMODStudioModule& GetStudioModule() + { + if (Module == nullptr) + { + Module = &IFMODStudioModule::Get(); + } + return *Module; + } + /** Stored reference to the current IFMODStudioModule. */ + IFMODStudioModule* Module; + + // Settings for ambient volume effects. + /** Timer used for volumes fading in and out. Used for automating volume and/or LPF with Ambient Zones. */ + double InteriorLastUpdateTime; + /** Previous interior volume value. Used for automating volume and/or LPF with Ambient Zones. */ + float SourceInteriorVolume; + /** Previous interior LPF value. Used for automating volume and/or LPF with Ambient Zones. */ + float SourceInteriorLPF; + /** Current interior volume value. Used for automating volume and/or LPF with Ambient Zones. */ + float CurrentInteriorVolume; + /** Current interior LPF value. Used for automating volume and/or LPF with Ambient Zones. */ + float CurrentInteriorLPF; + /** Calculated Ambient volume level for that frame. Used for automating volume and/or LPF with Ambient Zones. */ + float AmbientVolume; + /** Calculated Ambient LPF level for that frame. Used for automating volume and/or LPF with Ambient Zones. */ + float AmbientLPF; + /** Previously set Volume value. Used for automating volume and/or LPF with Ambient Zones. */ + float LastVolume; + /** Previously set LPF value. Used for automating volume and/or LPF with Ambient Zones. */ + float LastLPF; + /** Was the object occluded in the previous frame. */ + bool wasOccluded; + /** Stored ID of the Occlusion parameter of the Event (if applicable). */ + FMOD_STUDIO_PARAMETER_ID OcclusionID; + /** Stored ID of the Volume parameter of the Event (if applicable). */ + FMOD_STUDIO_PARAMETER_ID AmbientVolumeID; + /** Stored ID of the LPF parameter of the Event (if applicable). */ + FMOD_STUDIO_PARAMETER_ID AmbientLPFID; + + // Tempo and marker callbacks. + /** A scope lock used specifically for callbacks. */ + FCriticalSection CallbackLock; + /** Stores the Timeline Markers as they are triggered. */ + TArray CallbackMarkerQueue; + /** Stores the Timeline Beats as they are triggered. */ + TArray CallbackBeatQueue; + + /** Direct assignment of programmer sound from other C++ code. */ + FMOD::Sound *ProgrammerSound; + bool NeedDestroyProgrammerSoundCallback; + /** The length of the current Event in milliseconds. */ + int32 EventLength; + + /** To prevent restarting by delayed state restore from sequencer. */ + bool bPlayEnded; + + FVector Velocity; + FVector LastLocation; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBank.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBank.h new file mode 100644 index 00000000..e98c4985 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBank.h @@ -0,0 +1,22 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAsset.h" +#include "FMODBank.generated.h" + +/** + * FMOD Bank Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODBank : public UFMODAsset +{ + GENERATED_UCLASS_BODY() + +private: + /** Get tags to show in content view */ + virtual void GetAssetRegistryTags(TArray &OutTags) const override; + + /** Descriptive name */ + virtual FString GetDesc() override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBlueprintStatics.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBlueprintStatics.h new file mode 100644 index 00000000..031176bd --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBlueprintStatics.h @@ -0,0 +1,322 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAudioComponent.h" +#include "Kismet/BlueprintFunctionLibrary.h" +#include "Containers/UnrealString.h" +#include "FMODBlueprintStatics.generated.h" + +class UFMODAudioComponent; + +namespace FMOD +{ +namespace Studio +{ +class EventDescription; +class EventInstance; +} +} + +class UFMODAsset; +class UFMODEvent; +class USceneComponent; + +USTRUCT(BlueprintType) +struct FFMODEventInstance +{ + GENERATED_USTRUCT_BODY() + + FMOD::Studio::EventInstance *Instance; +}; + +UENUM(BlueprintType) +enum EFMOD_STUDIO_STOP_MODE +{ + ALLOWFADEOUT, + IMMEDIATE +}; + +UCLASS() +class FMODSTUDIO_API UFMODBlueprintStatics : public UBlueprintFunctionLibrary +{ + GENERATED_UCLASS_BODY() + + /** Plays an event. This returns an FMOD Event Instance. The sound does not travel with any actor. + * @param Event - event to play + * @param bAutoPlay - Start the event automatically. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", + meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", AdvancedDisplay = "2", bAutoPlay = "true", + UnsafeDuringActorConstruction = "true")) + static FFMODEventInstance PlayEvent2D(UObject *WorldContextObject, UFMODEvent *Event, bool bAutoPlay); + + /** Plays an event at the given location. This returns an FMOD Event Instance. The sound does not travel with any actor. + * @param Event - event to play + * @param Location - World position to play event at + * @param bAutoPlay - Start the event automatically. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", + meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", AdvancedDisplay = "2", bAutoPlay = "true", + UnsafeDuringActorConstruction = "true")) + static FFMODEventInstance PlayEventAtLocation(UObject *WorldContextObject, UFMODEvent *Event, const FTransform &Location, bool bAutoPlay); + + /** Plays an event attached to and following the specified component. + * @param Event - event to play + * @param AttachComponent - Component to attach to. + * @param AttachPointName - Optional named point within the AttachComponent to play the sound at + * @param Location - Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset + * @param LocationType - Specifies whether Location is a relative offset or an absolute world position + * @param bStopWhenAttachedToDestroyed - Specifies whether the sound should stop playing when the owner of the attach to component is destroyed. + * @param bAutoPlay - Start the event automatically. + * @param bAutoDestroy - Automatically destroy the audio component when the sound is stopped. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", + meta = (AdvancedDisplay = "2", UnsafeDuringActorConstruction = "true", bAutoPlay = "true", bAutoDestroy = "true")) + static class UFMODAudioComponent *PlayEventAttached(UFMODEvent *Event, USceneComponent *AttachToComponent, FName AttachPointName, + FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, bool bAutoPlay, bool bAutoDestroy); + + /** Find an asset by name. + * @param EventName - The asset name + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static UFMODAsset *FindAssetByName(const FString &Name); + + /** Find an event by name. + * @param EventName - The event name + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static UFMODEvent *FindEventByName(const FString &Name); + + /** Loads a bank. + * @param Bank - bank to load + * @param bBlocking - determines whether the bank will load synchronously + * @param bLoadSampleData - determines whether sample data will be preloaded immediately + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true", bBlocking = "true")) + static void LoadBank(class UFMODBank *Bank, bool bBlocking, bool bLoadSampleData); + + /** Unloads a bank. + * @param Bank - bank to unload + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static void UnloadBank(class UFMODBank *Bank); + + /** Returns true if a bank is loaded. + * @param Bank - bank to query + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static bool IsBankLoaded(class UFMODBank *Bank); + + /** Load bank sample data. + * @param Bank - bank to load sample data from + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static void LoadBankSampleData(class UFMODBank *Bank); + + /** Unload bank sample data. + * @param Bank - bank to unload sample data from + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static void UnloadBankSampleData(class UFMODBank *Bank); + + /** Load event sample data. This can be done ahead of time to avoid loading stalls. + * @param Event - event to load sample data from. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", + meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", UnsafeDuringActorConstruction = "true")) + static void LoadEventSampleData(UObject *WorldContextObject, UFMODEvent *Event); + + /** Unload event sample data. + * @param Event - event to load sample data from. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", + meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", UnsafeDuringActorConstruction = "true")) + static void UnloadEventSampleData(UObject *WorldContextObject, UFMODEvent *Event); + + /** Return a list of all event instances that are playing for this event. + Be careful using this function because it is possible to find and alter any playing sound, even ones owned by other audio components. + * @param Event - event to find instances from. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", + meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", UnsafeDuringActorConstruction = "true")) + static TArray FindEventInstances(UObject *WorldContextObject, UFMODEvent *Event); + + /** Set volume on a bus + * @param Bus - bus to use + * @param Volume - volume + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Bus", meta = (UnsafeDuringActorConstruction = "true")) + static void BusSetVolume(class UFMODBus *Bus, float Volume); + + /** Pause/Unpause all events going through this bus + * @param Bus - bus to use + * @param bPaused - paused + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Bus", meta = (UnsafeDuringActorConstruction = "true")) + static void BusSetPaused(class UFMODBus *Bus, bool bPaused); + + /** Mute/Unmute this bus + * @param Bus - bus to use + * @param bMute - mute + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Bus", meta = (UnsafeDuringActorConstruction = "true")) + static void BusSetMute(class UFMODBus *Bus, bool bMute); + + /** Stops all EventInstances routed into the bus + * @param Bus - bus to use + * @param stopMode - desired stop mode + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|Bus", meta = (UnsafeDuringActorConstruction = "true")) + static void BusStopAllEvents(class UFMODBus *Bus, EFMOD_STUDIO_STOP_MODE stopMode); + + /** Set volume on a VCA + * @param Vca - VCA to use + * @param Volume - volume + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|VCA", meta = (UnsafeDuringActorConstruction = "true")) + static void VCASetVolume(class UFMODVCA *Vca, float Volume); + + /** Set a global parameter from the System. + * @param Name - Name of parameter + * @param Value - Value of parameter + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static void SetGlobalParameterByName(FName Name, float Value); + + /** Will be deprecated in FMOD 2.01, use `GetGlobalParameterValueByName(FName, float, float)` instead. + * Get a global parameter from the System. + * @param Name - Name of parameter + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static float GetGlobalParameterByName(FName Name); + + /** Get a global parameter from the System. + * @param Name - Name of parameter + * @param UserValue - Parameter value as set from the public API. + * @param FinalValue - Final combined parameter value. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD", meta = (UnsafeDuringActorConstruction = "true")) + static void GetGlobalParameterValueByName(FName Name, float &UserValue, float &FinalValue); + + /** Returns whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops. + * @param EventInstance - Event instance + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static bool EventInstanceIsValid(FFMODEventInstance EventInstance); + + /** Set volume on an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Value - Volume to set + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceSetVolume(FFMODEventInstance EventInstance, float Volume); + + /** Set pitch on an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Value - Volume to set + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceSetPitch(FFMODEventInstance EventInstance, float Pitch); + + /** Pause/Unpause an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Paused - Whether to pause or unpause + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceSetPaused(FFMODEventInstance EventInstance, bool Paused); + + /** Set a parameter on an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Name - Name of parameter + * @param Value - Value of parameter + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceSetParameter(FFMODEventInstance EventInstance, FName Name, float Value); + + /** Will be deprecated in FMOD 2.01, use `EventInstanceGetParameterValue(FFMODEventInstance, FName, float, float)` instead. + * Get a parameter on an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Name - Name of parameter + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static float EventInstanceGetParameter(FFMODEventInstance EventInstance, FName Name); + + /** Get a parameter on an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Name - Name of parameter + * @param UserValue - Parameter value as set from the public API. + * @param FinalValue - Final combined parameter value. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceGetParameterValue(FFMODEventInstance EventInstance, FName Name, float &UserValue, float &FinalValue); + /** Set an FMOD event property on an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Property - Property to set + * @param Value - Value to set + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceSetProperty(FFMODEventInstance EventInstance, EFMODEventProperty::Type Property, float Value); + + /** Plays an FMOD Event Instance. + * @param EventInstance - Event instance + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstancePlay(FFMODEventInstance EventInstance); + + /** Stop an FMOD Event Instance. + * @param EventInstance - Event instance + * @param Release - Whether to release the Event Instance + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceStop(FFMODEventInstance EventInstance, bool Release = false); + + /** Release an FMOD Event Instance. + * @param EventInstance - Event instance + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceRelease(FFMODEventInstance EventInstance); + + /** Allow an FMOD Event Instance to continue past a sustain point. + * @param EventInstance - Event instance + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceKeyOff(FFMODEventInstance EventInstance); + + /** Set 3D attributes on a FMOD Event Instance. + * @param EventInstance - Event instance + * @param Location - Location to place event + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD|EventInstance", meta = (UnsafeDuringActorConstruction = "true")) + static void EventInstanceSetTransform(FFMODEventInstance EventInstance, const FTransform &Location); + + /** List all output device names. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static TArray GetOutputDrivers(); + + /** Set current output device by name or part of the name. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static void SetOutputDriverByName(FString NewDriverName); + + /** Set current output device by its index from GetOutputDrivers. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static void SetOutputDriverByIndex(int NewDriverIndex); + + /** Suspend the FMOD mixer. Used when suspending the application. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static void MixerSuspend(); + + /** Resume the FMOD mixer. Used when resuming the application. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static void MixerResume(); + + /** Set the active locale for subsequent bank loads. + */ + UFUNCTION(BlueprintCallable, Category = "Audio|FMOD") + static void SetLocale(const FString& Locale); +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBus.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBus.h new file mode 100644 index 00000000..d6fed148 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODBus.h @@ -0,0 +1,22 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAsset.h" +#include "FMODBus.generated.h" + +/** + * FMOD Bus Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODBus : public UFMODAsset +{ + GENERATED_UCLASS_BODY() + +private: + /** Get tags to show in content view */ + virtual void GetAssetRegistryTags(TArray &OutTags) const override; + + /** Descriptive name */ + virtual FString GetDesc() override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODEvent.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODEvent.h new file mode 100644 index 00000000..796da881 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODEvent.h @@ -0,0 +1,28 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAsset.h" +#include "FMODEvent.generated.h" + +struct FMOD_STUDIO_PARAMETER_DESCRIPTION; + +/** + * FMOD Event Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODEvent : public UFMODAsset +{ + GENERATED_UCLASS_BODY() + +public: + /** Get parameter descriptions for this event */ + void GetParameterDescriptions(TArray &Parameters) const; + +private: + /** Get tags to show in content view */ + virtual void GetAssetRegistryTags(TArray &OutTags) const override; + + /** Descriptive name */ + virtual FString GetDesc() override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODPort.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODPort.h new file mode 100644 index 00000000..f3271a6d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODPort.h @@ -0,0 +1,22 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAsset.h" +#include "FMODPort.generated.h" + +/** + * FMOD Port Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODPort : public UFMODAsset +{ + GENERATED_UCLASS_BODY() + +private: + /** Get tags to show in content view */ + virtual void GetAssetRegistryTags(TArray &OutTags) const override; + + /** Descriptive name */ + virtual FString GetDesc() override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSettings.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSettings.h new file mode 100644 index 00000000..71c7eeb1 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSettings.h @@ -0,0 +1,511 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "UObject/Class.h" +#include "Engine/EngineTypes.h" +#include "GenericPlatform/GenericPlatform.h" +#include "fmod_common.h" +#include "FMODSettings.generated.h" + +class Paths; + +UENUM() +enum EFMODLogging +{ + LEVEL_NONE = 0, + LEVEL_ERROR = 1, + LEVEL_WARNING = 2, + LEVEL_LOG = 4 +}; + +UENUM() +namespace EFMODSpeakerMode +{ + enum Type + { + // The speakers are stereo + Stereo, + // 5.1 speaker setup + Surround_5_1, + // 7.1 speaker setup + Surround_7_1, + // 7.1.4 speaker setup + Surround_7_1_4 + }; +} + +UENUM() +namespace EFMODOutput +{ + enum Type + { + /** Picks the best output mode for the platform.This is the default. */ + TYPE_AUTODETECT, + /** All - Perform all mixing but discard the final output. */ + TYPE_NOSOUND, + /** Win / UWP / Xbox One / Game Core - Windows Audio Session API. (Default on Windows, Xbox One, Game Core and UWP) */ + TYPE_WASAPI, + /** Win - Low latency ASIO 2.0. */ + TYPE_ASIO, + /** Linux - Pulse Audio. (Default on Linux if available) */ + TYPE_PULSEAUDIO, + /** Linux - Advanced Linux Sound Architecture. (Default on Linux if PulseAudio isn't available) */ + TYPE_ALSA, + /** Mac / iOS - Core Audio. (Default on Mac and iOS) */ + TYPE_COREAUDIO, + /** Android - Java Audio Track. (Default on Android 2.2 and below) */ + TYPE_AUDIOTRACK, + /** Android - OpenSL ES. (Default on Android 2.3 up to 7.1) */ + TYPE_OPENSL, + /** PS4 / PS5 - Audio Out. (Default on PS4, PS5) */ + TYPE_AUDIOOUT, + /** PS4 - Audio3D. */ + TYPE_AUDIO3D, + /** Switch - nn::audio. (Default on Switch) */ + TYPE_NNAUDIO, + /** Win10 / Xbox One / Game Core - Windows Sonic. */ + TYPE_WINSONIC, + /** Android - AAudio. (Default on Android 8.1 and above) */ + TYPE_AAUDIO, + }; +} + +UENUM() +namespace EFMODPlatforms +{ + enum Type + { + Windows, + Linux, + Mac, + Android, + IOS, + PS4, + PS5, + Deprecated, + Switch, + XboxOne, + XSX, + Editor + }; +} + +UENUM() +namespace EFMODCodec +{ + enum Type + { + VORBIS, + FADPCM, + OPUS, + XMA, + AT9, + }; +} + +USTRUCT() +struct FCustomPoolSizes +{ + GENERATED_USTRUCT_BODY() + /** Default = 0 (Disabled) units in bytes*/ + UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0")) + int32 Desktop; + /** Default = 0 (Disabled) units in bytes*/ + UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0")) + int32 Mobile; + /** Default = 0 (Disabled) units in bytes*/ + UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0")) + int32 PS4; + /** Default = 0 (Disabled) units in bytes*/ + UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0")) + int32 Switch; + /** Default = 0 (Disabled) units in bytes*/ + UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0")) + int32 XboxOne; + FCustomPoolSizes() + : Desktop(0) + , Mobile(0) + , PS4(0) + , Switch(0) + , XboxOne(0) + {} +}; + +USTRUCT() +struct FFMODPlatformSettings +{ + GENERATED_USTRUCT_BODY() + // Real Channel Count + UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0")) + int32 RealChannelCount; + /** + * Sample rate to use, or 0 to match system rate. + * eg. 0, 22050, 24000, 32000, 44100, 48000. + */ + UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0")) + int32 SampleRate; + /** + * Project Output Format, should match the mode set up for the Studio project. + */ + UPROPERTY(config, EditAnywhere, Category = PlatformSettings) + TEnumAsByte SpeakerMode; + /** + * Built-in output types that can be used to run the mixer. + */ + UPROPERTY(config, EditAnywhere, Category = PlatformSettings) + TEnumAsByte OutputType; + /** + * Use specified memory pool size, units in bytes. Disabled by default. + * FMOD may become unstable if the limit is exceeded! + */ + UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0")) + int32 CustomPoolSize; + /* Codecs + */ + UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0")) + TMap, int32> Codecs; + FFMODPlatformSettings() + : RealChannelCount(64) + , SampleRate(0) + , SpeakerMode(EFMODSpeakerMode::Surround_5_1) + , OutputType(EFMODOutput::TYPE_AUTODETECT) + , CustomPoolSize(0) + {} +}; + +USTRUCT() +struct FFMODProjectLocale +{ + GENERATED_USTRUCT_BODY() + /** + * Human readable locale name, displayed in Blueprints. + */ + UPROPERTY(config, EditAnywhere, Category = Localization) + FString LocaleName; + /** + * Locale code. Must correspond to project locale codes in FMOD Studio project. + */ + UPROPERTY(config, EditAnywhere, Category = Localization) + FString LocaleCode; + /** + * Default locale at startup. Only one locale should be marked as default. + */ + UPROPERTY(config, EditAnywhere, Category = Localization) + bool bDefault; + FFMODProjectLocale() + : bDefault(false) + {} +}; + +UCLASS(config = Engine, defaultconfig) +class FMODSTUDIO_API UFMODSettings : public UObject +{ + GENERATED_UCLASS_BODY() + + friend class SSettingsMessage; + friend class FFMODStudioEditorModule; + friend class FFMODAssetTable; + friend class FFMODStudioModule; + friend class FFMODAssetBuilder; + friend class UFMODGenerateAssetsCommandlet; + +public: + /** + * Whether to load all banks at startup. + */ + UPROPERTY(config, EditAnywhere, Category = Basic) + bool bLoadAllBanks; + + /** + * Whether to load all bank sample data into memory at startup. + */ + UPROPERTY(config, EditAnywhere, Category = Basic) + bool bLoadAllSampleData; + + /** + * Enable live update in non-final builds. + */ + UPROPERTY(config, EditAnywhere, Category = Basic) + bool bEnableLiveUpdate; + + /** + * Enable live update in Editor for Auditioning. *Requires Restart* + */ + UPROPERTY(Config, EditAnywhere, Category = Basic, meta = (ConfigRestartRequired = true)) + bool bEnableEditorLiveUpdate; + + /** + * Path to find your studio bank output directory, relative to Content directory. + */ + UPROPERTY(config, EditAnywhere, Category = Basic, meta = (RelativeToGameContentDir)) + FDirectoryPath BankOutputDirectory; + + /** Project Output Format, should match the mode set up for the Studio project. */ + UPROPERTY(config, EditAnywhere, Category = Basic) + TEnumAsByte OutputFormat; + + /** + * Built-in output types that can be used to run the mixer. + */ + UPROPERTY(config, EditAnywhere, Category = Basic) + TEnumAsByte OutputType; + + /** + * Locales for localized banks. These should match the project locales configured in the FMOD Studio project. + */ + UPROPERTY(config, EditAnywhere, Category = Localization) + TArray Locales; + + /** + * The signal level at which channels are virtualized. Virtual channels are processed, but do not produce any output. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + float Vol0VirtualLevel; + + /** + * Sample rate to use, or 0 to match system rate. + * eg. 0, 22050, 24000, 32000, 44100, 48000. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 SampleRate; + + /** + * Whether to match hardware sample rate where reasonable (44.1kHz to 48kHz). + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + bool bMatchHardwareSampleRate; + + /** + * Number of actual software voices that can be used at once. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 RealChannelCount; + + /** + * Total number of voices available that can be either real or virtual. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 TotalChannelCount; + + /** + * DSP mixer buffer length (eg. 512, 1024) or 0 for system default. + * When changing the Buffer Length, Buffer Count also needs to be set. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 DSPBufferLength; + + /** + * DSP mixer buffer count (eg. 2, 4) or 0 for system default. + * When changing the Buffer Count, Buffer Length also needs to be set. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 DSPBufferCount; + + /** + * File buffer size in bytes (2048 by default). + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 FileBufferSize; + + /** + * Studio update period in milliseconds, or 0 for default (which means 20ms). + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + int32 StudioUpdatePeriod; + + /** + * Output device to choose at system start up, or empty for default. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + FString InitialOutputDriverName; + + /** + * Lock all mixer buses at startup, making sure they are created up front. + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + bool bLockAllBuses; + + /** + * Use specified memory pool size for platform, units in bytes. Disabled by default. + * FMOD may become unstable if the limit is exceeded! + */ + UPROPERTY(config, EditAnywhere, Category = InitSettings) + FCustomPoolSizes MemoryPoolSizes; + + /** + * Live update port to use, or 0 for default. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced, meta = (EditCondition = "bEnableLiveUpdate")) + int32 LiveUpdatePort; + + /** + * Live update port to use while in editor for auditioning. *Requires Restart* + */ + UPROPERTY(config, EditAnywhere, Category = Advanced, meta = (EditCondition = "bEnableEditorLiveUpdate", ConfigRestartRequired = true)) + int32 EditorLiveUpdatePort; + + /** + * Delay in seconds before automatically reloading modified banks from disk. This can be extended if building + * banks takes a long time and UE4 tries to reload banks before building is completed. + * Set to 0 to disable automatic bank reloading. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + int32 ReloadBanksDelay; + + /** + * Will log internal API errors when enabled. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced, meta = (DisplayName = "Enable API Error Logging")) + bool bEnableAPIErrorLogging; + + /** + * Enable memory tracking. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + bool bEnableMemoryTracking; + + /** + * Extra plugin files to load. + * The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + TArray PluginFiles; + + /** + * Directory for content to appear in content window. Be careful changing this! + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString ContentBrowserPrefix; + + /** + * Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne) + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString ForcePlatformName; + + /** + * Name of master bank. The default in Studio is "Master Bank". + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString MasterBankName; + + /** + * Skip bank files of the given name. + * Can be used to load all banks except for a certain set, such as localization banks. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString SkipLoadBankName; + + /* + * Specify the key for loading sounds from encrypted banks. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced, meta = (DisplayName = "Encryption Key")) + FString StudioBankKey; + + /** + * Force wav writer output, for debugging only. Setting this will prevent normal sound output! + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString WavWriterPath; + + /* + * Specify the logging level to use in a debug/development build. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + TEnumAsByte LoggingLevel; + + /** + * Name of the parameter used in Studio to control Occlusion effects. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString OcclusionParameter; + + /** + * Name of the parameter used in Studio to control Ambient volume. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString AmbientVolumeParameter; + + /** + * Name of the parameter used in Studio to control Ambient LPF effects. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced) + FString AmbientLPFParameter; + + /** + * Enables/Disables the FMODAudioLink modules. + */ + UPROPERTY(config, EditAnywhere, Category = Advanced, meta = (ConfigRestartRequired=true)) + bool bFMODAudioLinkEnabled; + + /* + * Used to specify platform specific settings. + */ + UPROPERTY(config, EditAnywhere, Category = PlatformSettings) + TMap, FFMODPlatformSettings> Platforms; + +private: + /** Is the bank path set up . */ + bool IsBankPathSet() const { return !BankOutputDirectory.Path.IsEmpty(); } + + /** Get the full bank path. Uses the game's content directory as a base. */ + FString GetFullBankPath() const; + + /** Get the master bank filename. */ + FString GetMasterBankFilename() const; + + /** Get the master assets bank filename. */ + FString GetMasterAssetsBankFilename() const; + + /** Get the master strings bank filename. */ + FString GetMasterStringsBankFilename() const; + + /** Get the speaker mode for the current platform. */ + EFMODSpeakerMode::Type GetSpeakerMode() const; + + /** Get the output type for the current platform. */ + EFMODOutput::Type GetOutputType() const; + + /** Get the sample rate for the current platform. */ + FString GetFullContentPath() const; + + /** Get the sample rate for the current platform. */ + int32 GetSampleRate() const; + + /** Get the custom memory pool size for the current platform. */ + int32 GetMemoryPoolSize() const; + + /** Get the real channel count for the current platform. */ + int32 GetRealChannelCount() const; + + /** Set the maximum codecs for the current platform. */ + bool SetCodecs(FMOD_ADVANCEDSETTINGS& advSettings) const; + + /** List of generated folder names that contain FMOD uassets. */ + TArray GeneratedFolders = { + TEXT("Banks"), + TEXT("Buses"), + TEXT("Events"), + TEXT("Reverbs"), + TEXT("Snapshots"), + TEXT("VCAs") + }; + +#if WITH_EDITOR + /** Get the path desktop banks. */ + FString GetDesktopBankPath() const; + + /** Check the settings for any configuration issues. */ + enum EProblem + { + Okay, + BankPathNotSet, + PackagingSettingsBad + }; + + EProblem Check() const; + + virtual void PostEditChangeProperty(FPropertyChangedEvent& e) override; +#endif // WITH_EDITOR +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSnapshot.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSnapshot.h new file mode 100644 index 00000000..b770b4f7 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSnapshot.h @@ -0,0 +1,19 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODEvent.h" +#include "FMODSnapshot.generated.h" + +/** + * FMOD Snapshot Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODSnapshot : public UFMODEvent +{ + GENERATED_UCLASS_BODY() + +private: + /** Descriptive name */ + virtual FString GetDesc() override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSnapshotReverb.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSnapshotReverb.h new file mode 100644 index 00000000..6eab210c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODSnapshotReverb.h @@ -0,0 +1,29 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAsset.h" +#include "Sound/ReverbEffect.h" +#include "FMODSnapshotReverb.generated.h" + +/** + * FMOD Event Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODSnapshotReverb : public UReverbEffect +{ + GENERATED_UCLASS_BODY() + +public: + /** The unique Guid, which matches the one exported from FMOD Studio */ + UPROPERTY() + FGuid AssetGuid; + +private: + /** Non default instances of UFMODAsset are assets */ + virtual bool IsAsset() const override; + +#if WITH_EDITORONLY_DATA + virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override; +#endif // EDITORONLY_DATA +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODVCA.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODVCA.h new file mode 100644 index 00000000..9fc5b6e4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Classes/FMODVCA.h @@ -0,0 +1,22 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODAsset.h" +#include "FMODVCA.generated.h" + +/** + * FMOD VCA Asset. + */ +UCLASS() +class FMODSTUDIO_API UFMODVCA : public UFMODAsset +{ + GENERATED_UCLASS_BODY() + +private: + /** Get tags to show in content view */ + virtual void GetAssetRegistryTags(TArray &OutTags) const override; + + /** Descriptive name */ + virtual FString GetDesc() override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudio.Build.cs b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudio.Build.cs new file mode 100644 index 00000000..a3dab514 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudio.Build.cs @@ -0,0 +1,275 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. +using UnrealBuildTool; +using System; +using System.IO; +using System.Collections.Generic; + +namespace UnrealBuildTool.Rules +{ + public class FMODStudio : ModuleRules + { + string LibRootDirectory { get { return Path.Combine(ModuleDirectory, @"..\..\Binaries\"); } } + protected virtual string FMODLibDir { get { return null; } } + + protected virtual string ConsoleLinkExt { get { return null; } } + protected virtual string ConsoleDllExt { get { return null; } } + protected virtual string ConsoleLibPrefix { get { return null; } } + + protected virtual bool ConsoleRuntimeDependencies { get { return true; } } + protected virtual bool ConsoleDelayLoad { get { return false; } } + protected virtual bool LinkDebugFiles { get { return false; } } + protected virtual bool CopyLibs { get { return false; } } + + public FMODStudio(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + PrivatePCHHeaderFile = "Private/FMODStudioPrivatePCH.h"; + + bUseUnity = false; + + PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/FMOD")); + PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Classes")); + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + "Media", + "Projects" + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "MovieScene", + "MovieSceneTracks" + } + ); + + if (Target.bBuildEditor == true) + { + PublicDependencyModuleNames.Add("DeveloperToolSettings"); + PrivateDependencyModuleNames.Add("AssetRegistry"); + PrivateDependencyModuleNames.Add("Settings"); + PrivateDependencyModuleNames.Add("UnrealEd"); + } + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + } + ); + + string configName = ""; + + if (Target.Configuration != UnrealTargetConfiguration.Shipping) + { + configName = "L"; + PublicDefinitions.Add("FMODSTUDIO_LINK_LOGGING=1"); + } + else + { + configName = ""; + PublicDefinitions.Add("FMODSTUDIO_LINK_RELEASE=1"); + } + + string linkExtension = ""; + string dllExtension = ""; + string libPrefix = ""; + string libPath = FMODLibDir; + + bool bAddRuntimeDependencies = true; + bool bAddDelayLoad = false; + bool bLinkDebugFiles = false; + + if (libPath == null) + { + string platformName = Target.Platform.ToString(); + + libPath = System.IO.Path.Combine(LibRootDirectory, platformName); + + if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows)) + { + linkExtension = "_vc.lib"; + dllExtension = ".dll"; + bAddDelayLoad = true; + } + else if (Target.Platform == UnrealTargetPlatform.Mac) + { + linkExtension = dllExtension = ".dylib"; + libPrefix = "lib"; + + libPath = System.IO.Path.Combine(ModuleDirectory, "../../Libs/Mac/"); + } + else if (Target.Platform == UnrealTargetPlatform.Android) + { + bAddRuntimeDependencies = false; // Don't use this system + linkExtension = dllExtension = ".so"; + libPrefix = "lib"; + } + else if (Target.Platform == UnrealTargetPlatform.IOS) + { + linkExtension = "_iphoneos.a"; + libPrefix = "lib"; + bAddRuntimeDependencies = false; + } + else if (Target.Platform == UnrealTargetPlatform.TVOS) + { + linkExtension = "_appletvos.a"; + libPrefix = "lib"; + bAddRuntimeDependencies = false; + } + else if (Target.Platform == UnrealTargetPlatform.Linux) + { + libPath = System.IO.Path.Combine(libPath, "x86_64"); + linkExtension = ".so"; + dllExtension = ".so"; + libPrefix = "lib"; + } + } + else + { + linkExtension = ConsoleLinkExt; + dllExtension = ConsoleDllExt; + libPrefix = ConsoleLibPrefix; + + bAddRuntimeDependencies = ConsoleRuntimeDependencies; + bAddDelayLoad = ConsoleDelayLoad; + bLinkDebugFiles = LinkDebugFiles; + } + + // Collapse the directory path, otherwise MacOS has issues with plugin paths. + libPath = Utils.CleanDirectorySeparators(libPath); + + string fmodLibName = System.String.Format("{0}fmod{1}{2}", libPrefix, configName, linkExtension); + string fmodStudioLibName = System.String.Format("{0}fmodstudio{1}{2}", libPrefix, configName, linkExtension); + + string fmodDllName = System.String.Format("{0}fmod{1}{2}", libPrefix, configName, dllExtension); + string fmodStudioDllName = System.String.Format("{0}fmodstudio{1}{2}", libPrefix, configName, dllExtension); + + string fmodLibPath = System.IO.Path.Combine(libPath, fmodLibName); + string fmodStudioLibPath = System.IO.Path.Combine(libPath, fmodStudioLibName); + + string fmodDllPath = System.IO.Path.Combine(libPath, fmodDllName); + string fmodStudioDllPath = System.IO.Path.Combine(libPath, fmodStudioDllName); + + System.Collections.Generic.List plugins = GetPlugins(libPath); + + if (Target.IsInPlatformGroup(UnrealPlatformGroup.Android)) + { + string[] archs = new string[] { "arm64-v8a", "x86_64" }; + foreach (string arch in archs) + { + string LibPath = System.IO.Path.Combine(libPath, arch); + PublicAdditionalLibraries.Add(System.String.Format("{0}/{1}", LibPath, fmodLibName)); + PublicAdditionalLibraries.Add(System.String.Format("{0}/{1}", LibPath, fmodStudioLibName)); + } + } + else + { + PublicAdditionalLibraries.Add(fmodLibPath); + PublicAdditionalLibraries.Add(fmodStudioLibPath); + } + + if (CopyLibs) + { + RuntimeDependencies.Add("$(TargetOutputDir)/" + fmodDllName, fmodDllPath); + RuntimeDependencies.Add("$(TargetOutputDir)/" + fmodStudioDllName, fmodStudioDllPath); + foreach (string plugin in plugins) + { + string pluginPath = System.IO.Path.Combine(libPath, plugin + dllExtension); + System.Console.WriteLine("Adding reference to FMOD plugin: " + pluginPath); + RuntimeDependencies.Add("$(TargetOutputDir)/" + plugin + dllExtension, pluginPath); + } + } + else if (bAddRuntimeDependencies) + { + RuntimeDependencies.Add(fmodDllPath); + RuntimeDependencies.Add(fmodStudioDllPath); + foreach (string plugin in plugins) + { + string pluginPath = System.IO.Path.Combine(libPath, plugin + dllExtension); + System.Console.WriteLine("Adding reference to FMOD plugin: " + pluginPath); + RuntimeDependencies.Add(pluginPath); + } + } + + if (bLinkDebugFiles) + { + RuntimeDependencies.Add(fmodDllPath + ".debug", StagedFileType.DebugNonUFS); + RuntimeDependencies.Add(fmodStudioDllPath + ".debug", StagedFileType.DebugNonUFS); + } + + if (bAddDelayLoad) + { + PublicDelayLoadDLLs.AddRange( + new string[] { + fmodDllName, + fmodStudioDllName + } + ); + } + + if (Target.Platform == UnrealTargetPlatform.Android) + { + string APLName = System.String.Format("FMODStudio{0}_APL.xml", configName); + string RelAPLPath = Utils.MakePathRelativeTo(System.IO.Path.Combine(ModuleDirectory, APLName), Target.RelativeEnginePath); + System.Console.WriteLine("Adding {0}", RelAPLPath); + AdditionalPropertiesForReceipt.Add("AndroidPlugin", RelAPLPath); + foreach (string PluginName in System.IO.Directory.GetFiles(libPath)) + { + if (PluginName.EndsWith("_APL.xml", System.StringComparison.OrdinalIgnoreCase)) + { + string RelPluginPath = Utils.MakePathRelativeTo(PluginName, Target.RelativeEnginePath); + System.Console.WriteLine("Adding {0}", RelPluginPath); + AdditionalPropertiesForReceipt.Add("AndroidPlugin", RelPluginPath); + } + } + } + + FMODAudioLink.Apply(this, Target); + FMODAudioLinkEditor.Apply(this, Target); + } + + private System.Collections.Generic.List GetPlugins(string BasePath) + { + System.Collections.Generic.List AllPlugins = new System.Collections.Generic.List(); + string PluginListName = System.IO.Path.Combine(BasePath, "plugins.txt"); + if (System.IO.File.Exists(PluginListName)) + { + try + { + foreach (string FullEntry in System.IO.File.ReadAllLines(PluginListName)) + { + string Entry = FullEntry.Trim(); + if (Entry.Length > 0) + { + AllPlugins.Add(Entry); + } + } + } + catch (System.Exception ex) + { + System.Console.WriteLine("Failed to read plugin list file: {0}", ex.Message); + } + } + return AllPlugins; + } + + public void AddModule(string Module, bool AddPublic = true) + { + ConditionalAddModuleDirectory( + EpicGames.Core.DirectoryReference.Combine(new EpicGames.Core.DirectoryReference(ModuleDirectory), "..", Module)); + + ExternalDependencies.Add(Path.Combine(ModuleDirectory, "..", Module, Module + ".Build.cs")); + if (AddPublic) + { + PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "..", Module, "Public")); + } + PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "..", Module, "Private")); + } + } +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudioL_APL.xml b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudioL_APL.xml new file mode 100644 index 00000000..64a8a4a4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudioL_APL.xml @@ -0,0 +1,53 @@ + + + + + + + + + + + + + -keep class org.fmod.** { + *; + } + -dontwarn org.fmod.** + + + + + + + + + + + + + + + // Initialize FMOD Studio jar file + org.fmod.FMOD.init(this); + + + + + + + // Shutdown FMOD Studio jar file + org.fmod.FMOD.close(); + + + + + + + + + + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudio_APL.xml b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudio_APL.xml new file mode 100644 index 00000000..3a01d4d0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/FMODStudio_APL.xml @@ -0,0 +1,53 @@ + + + + + + + + + + + + + -keep class org.fmod.** { + *; + } + -dontwarn org.fmod.** + + + + + + + + + + + + + + + // Initialize FMOD Studio jar file + org.fmod.FMOD.init(this); + + + + + + + // Shutdown FMOD Studio jar file + org.fmod.FMOD.close(); + + + + + + + + + + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAmbientSound.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAmbientSound.cpp new file mode 100644 index 00000000..85a22b16 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAmbientSound.cpp @@ -0,0 +1,69 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAmbientSound.h" +#include "FMODEvent.h" +#include "Logging/MessageLog.h" +#include "Misc/UObjectToken.h" +#include "Misc/MapErrors.h" + +#define LOCTEXT_NAMESPACE "FMODAmbientSound" + +AFMODAmbientSound::AFMODAmbientSound(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ + AudioComponent = ObjectInitializer.CreateDefaultSubobject(this, TEXT("FMODAudioComponent0")); + + AudioComponent->bAutoActivate = true; + AudioComponent->bStopWhenOwnerDestroyed = true; + AudioComponent->Mobility = EComponentMobility::Movable; + + RootComponent = AudioComponent; + + bReplicates = false; + SetHidden(true); + SetCanBeDamaged(true); +} + +#if WITH_EDITOR + +void AFMODAmbientSound::CheckForErrors(void) +{ + Super::CheckForErrors(); + + if (!AudioComponent) + { + FFormatNamedArguments Arguments; + Arguments.Add(TEXT("ActorName"), FText::FromString(GetName())); + FMessageLog("MapCheck") + .Warning() + ->AddToken(FUObjectToken::Create(this)) + ->AddToken(FTextToken::Create(FText::Format( + LOCTEXT("MapCheck_Message_AudioComponentNull", "{ActorName} : Ambient sound actor has NULL AudioComponent property - please delete"), + Arguments))) + ->AddToken(FMapErrorToken::Create(FMapErrors::AudioComponentNull)); + } + else if (AudioComponent->Event == NULL) + { + FFormatNamedArguments Arguments; + Arguments.Add(TEXT("ActorName"), FText::FromString(GetName())); + FMessageLog("MapCheck") + .Warning() + ->AddToken(FUObjectToken::Create(this)) + ->AddToken(FTextToken::Create( + FText::Format(LOCTEXT("MapCheck_Message_EventNull", "{ActorName} : Ambient sound actor has NULL Event property"), Arguments))) + ->AddToken(FMapErrorToken::Create(FMapErrors::SoundCueNull)); + } +} + +bool AFMODAmbientSound::GetReferencedContentObjects(TArray &Objects) const +{ + if (IsValid(AudioComponent) && AudioComponent->Event) + { + Objects.Add(AudioComponent->Event); + } + return true; +} + +#endif + +#undef LOCTEXT_NAMESPACE \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAnimNotifyPlay.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAnimNotifyPlay.cpp new file mode 100644 index 00000000..bb73a258 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAnimNotifyPlay.cpp @@ -0,0 +1,46 @@ + +#include "FMODAnimNotifyPlay.h" +#include "FMODBlueprintStatics.h" +#include "Components/SkeletalMeshComponent.h" +#include "Kismet/KismetSystemLibrary.h" + +UFMODAnimNotifyPlay::UFMODAnimNotifyPlay() + : Super() +{ + bFollow = false; + Event = nullptr; + +#if WITH_EDITORONLY_DATA + NotifyColor = FColor(196, 142, 255, 255); +#endif // WITH_EDITORONLY_DATA +} + +void UFMODAnimNotifyPlay::Notify(USkeletalMeshComponent *MeshComp, UAnimSequenceBase *AnimSeq) +{ + if (Event) + { + if (bFollow) + { + // Play event attached + UFMODBlueprintStatics::PlayEventAttached( + Event, MeshComp, *AttachName, FVector(0, 0, 0), EAttachLocation::KeepRelativeOffset, false, true, true); + } + else + { + // Play event at location + UFMODBlueprintStatics::PlayEventAtLocation(MeshComp, Event, MeshComp->GetComponentTransform(), true); + } + } +} + +FString UFMODAnimNotifyPlay::GetNotifyName_Implementation() const +{ + if (Event) + { + return Event->GetName(); + } + else + { + return Super::GetNotifyName_Implementation(); + } +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAsset.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAsset.cpp new file mode 100644 index 00000000..1299231c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAsset.cpp @@ -0,0 +1,24 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAsset.h" +#include "FMODStudioModule.h" + +static const TCHAR *FMODAssetTypeStrings[] = { TEXT("Bank"), TEXT("Event"), TEXT("VCA"), TEXT("Bus"), TEXT("Invalid") }; + +UFMODAsset::UFMODAsset(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +bool UFMODAsset::IsAsset() const +{ + return this != GetClass()->GetDefaultObject(); +} + +/** Get tags to show in content view */ +void UFMODAsset::GetAssetRegistryTags(TArray &OutTags) const +{ + Super::GetAssetRegistryTags(OutTags); + OutTags.Add( + UObject::FAssetRegistryTag("Guid", AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces), UObject::FAssetRegistryTag::TT_Alphabetical)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetLookup.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetLookup.cpp new file mode 100644 index 00000000..8f4fb5ab --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetLookup.cpp @@ -0,0 +1 @@ +#include "FMODAssetLookup.h" diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetLookup.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetLookup.h new file mode 100644 index 00000000..8a791b12 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetLookup.h @@ -0,0 +1,19 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataTable.h" +#include "FMODAssetLookup.generated.h" + +USTRUCT() +struct FMODSTUDIO_API FFMODAssetLookupRow : public FTableRowBase +{ + GENERATED_BODY() + + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|AssetLookup") + FString PackageName; + + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|AssetLookup") + FString AssetName; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetTable.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetTable.cpp new file mode 100644 index 00000000..e4736763 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetTable.cpp @@ -0,0 +1,229 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAssetTable.h" + +#include "FMODAssetLookup.h" +#include "FMODEvent.h" +#include "FMODSnapshot.h" +#include "FMODSnapshotReverb.h" +#include "FMODBank.h" +#include "FMODBankLookup.h" +#include "FMODBus.h" +#include "FMODVCA.h" +#include "FMODUtils.h" +#include "FMODSettings.h" +#include "FMODFileCallbacks.h" +#include "FMODStudioPrivatePCH.h" +#include "fmod_studio.hpp" +#include "HAL/FileManager.h" +#include "Misc/Paths.h" +#include "UObject/Package.h" + +FFMODAssetTable::FFMODAssetTable() + : ActiveLocale(FString()), + BankLookup(nullptr), + AssetLookup(nullptr) +{ +} + +void FFMODAssetTable::AddReferencedObjects(FReferenceCollector& Collector) +{ + // The garbage collector will clean up any objects which aren't referenced, doing this tells the garbage collector our lookups are referenced + // (the GC knows not to remove objects referenced by a UPROPERTY, doing this manually is required because our members aren't UPROPERTYs) + if (BankLookup) + { + Collector.AddReferencedObject(BankLookup); + } + + if (AssetLookup) + { + Collector.AddReferencedObject(AssetLookup); + } +} + +void FFMODAssetTable::Load() +{ + const UFMODSettings &Settings = *GetDefault(); + FString PackagePath = Settings.GetFullContentPath() / PrivateDataPath(); + + FString PackageName = PackagePath + BankLookupName(); + UPackage *Package = CreatePackage(*PackageName); + Package->FullyLoad(); + BankLookup = FindObject(Package, *BankLookupName(), true); + + if (BankLookup) + { + UE_LOG(LogFMOD, Display, TEXT("Loaded bank lookup")); + } + else + { + if (IsRunningCommandlet()) + { + // If we're running in a commandlet (maybe we're cooking or running FMODGenerateAssets + // commandlet) Display a message but don't cause the build to Error out. + UE_LOG(LogFMOD, Display, TEXT("Failed to load bank lookup")); + } + else + { + // If we're running in game or in editor, log this as an Error + UE_LOG(LogFMOD, Error, TEXT("Failed to load bank lookup")); + } + } + + PackageName = PackagePath + AssetLookupName(); + Package = CreatePackage(*PackageName); + Package->FullyLoad(); + AssetLookup = FindObject(Package, *AssetLookupName(), true); + + if (AssetLookup) + { + UE_LOG(LogFMOD, Display, TEXT("Loaded asset lookup")); + } + else + { + if (IsRunningCommandlet()) + { + // If we're running in a commandlet (maybe we're cooking or running FMODGenerateAssets + // commandlet) Display a message but don't cause the build to Error out. + UE_LOG(LogFMOD, Display, TEXT("Failed to load asset lookup")); + } + else + { + // If we're running in game or in editor, log this as an Error + UE_LOG(LogFMOD, Error, TEXT("Failed to load asset lookup")); + } + } +} + +FString FFMODAssetTable::GetBankPathByGuid(const FGuid& Guid) const +{ + FString BankPath; + + if (!BankLookup) + { + UE_LOG(LogFMOD, Error, TEXT("Bank lookup not loaded")); + return BankPath; + } + + FString GUID = Guid.ToString(EGuidFormats::DigitsWithHyphensInBraces); + FName BankTableName(*GUID); + FFMODLocalizedBankTable *BankTable = BankLookup->DataTable->FindRow(BankTableName, nullptr, false); + + if (BankTable) + { + BankPath = GetLocalizedBankPath(BankTable->Banks); + } + + return BankPath; +} + +FString FFMODAssetTable::GetLocalizedBankPath(const UDataTable* BankTable) const +{ + FName RowName(*ActiveLocale); + FFMODLocalizedBankRow *Row = BankTable->FindRow(RowName, nullptr, false); + + if (!Row) + { + RowName = FName(""); + Row = BankTable->FindRow(RowName, nullptr, false); + } + + FString BankPath; + + if (Row) + { + BankPath = Row->Path; + } + + return BankPath; +} + +FString FFMODAssetTable::GetBankPath(const UFMODBank &Bank) const +{ + FString BankPath = GetBankPathByGuid(Bank.AssetGuid); + + if (BankPath.IsEmpty()) + { + UE_LOG(LogFMOD, Warning, TEXT("Could not find disk file for bank %s"), *Bank.GetName()); + } + + return BankPath; +} + +FString FFMODAssetTable::GetMasterBankPath() const +{ + return BankLookup ? BankLookup->MasterBankPath : FString(); +} + +FString FFMODAssetTable::GetMasterStringsBankPath() const +{ + return BankLookup ? BankLookup->MasterStringsBankPath : FString(); +} + +FString FFMODAssetTable::GetMasterAssetsBankPath() const +{ + return BankLookup ? BankLookup->MasterAssetsBankPath : FString(); +} + +void FFMODAssetTable::SetLocale(const FString &LocaleCode) +{ + ActiveLocale = LocaleCode; +} + +FString FFMODAssetTable::GetLocale() const +{ + return ActiveLocale; +} + +void FFMODAssetTable::GetAllBankPaths(TArray &Paths, bool IncludeMasterBank) const +{ + if (BankLookup) + { + const UFMODSettings &Settings = *GetDefault(); + + BankLookup->DataTable->ForeachRow(nullptr, [this, &Paths, IncludeMasterBank, &Settings](const FName &, const FFMODLocalizedBankTable& OuterRow) { + FString BankPath = GetLocalizedBankPath(OuterRow.Banks); + bool Skip = false; + + if (BankPath.IsEmpty()) + { + // Never expect to be in here, but should skip empty paths + return; + } + + if (!IncludeMasterBank) + { + Skip = (BankPath == Settings.GetMasterBankFilename() || BankPath == Settings.GetMasterAssetsBankFilename() || BankPath == Settings.GetMasterStringsBankFilename()); + } + + if (!Skip) + { + Paths.Push(Settings.GetFullBankPath() / BankPath); + } + }); + } + else + { + UE_LOG(LogFMOD, Error, TEXT("Bank lookup not loaded")); + } +} + +UFMODAsset *FFMODAssetTable::GetAssetByStudioPath(const FString &InStudioPath) const +{ + UFMODAsset *Asset = nullptr; + + if (AssetLookup) + { + FFMODAssetLookupRow *Row = AssetLookup->FindRow(FName(*InStudioPath), nullptr); + + if (Row) + { + UPackage *Package = CreatePackage(*(Row->PackageName)); + Package->FullyLoad(); + Asset = FindObject(Package, *(Row->AssetName)); + } + + } + + return Asset; +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetTable.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetTable.h new file mode 100644 index 00000000..ad1ce8e4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAssetTable.h @@ -0,0 +1,47 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "UObject/GCObject.h" + +class UDataTable; +class UFMODAsset; +class UFMODBank; +class UFMODBankLookup; + +class FFMODAssetTable : public FGCObject +{ +public: + FFMODAssetTable(); + + //~ FGCObject + void AddReferencedObjects(FReferenceCollector& Collector) override; + virtual FString GetReferencerName() const override + { + return TEXT("FFMODAssetTable"); + } + + void Load(); + + FString GetBankPath(const UFMODBank &Bank) const; + FString GetMasterBankPath() const; + FString GetMasterStringsBankPath() const; + FString GetMasterAssetsBankPath() const; + void SetLocale(const FString &LocaleCode); + FString GetLocale() const; + void GetAllBankPaths(TArray &BankPaths, bool IncludeMasterBank) const; + + UFMODAsset *GetAssetByStudioPath(const FString &InStudioPath) const; + + static inline FString PrivateDataPath() { return FString(TEXT("PrivateIntegrationData/")); } + static inline FString BankLookupName() { return FString(TEXT("BankLookup")); } + static inline FString AssetLookupName() { return FString(TEXT("AssetLookup")); } + +private: + FString GetBankPathByGuid(const FGuid& Guid) const; + FString GetLocalizedBankPath(const UDataTable* BankTable) const; + + FString ActiveLocale; + UFMODBankLookup *BankLookup; + UDataTable *AssetLookup; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAudioComponent.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAudioComponent.cpp new file mode 100644 index 00000000..83a7a6c1 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODAudioComponent.cpp @@ -0,0 +1,1110 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAudioComponent.h" +#include "FMODStudioModule.h" +#include "FMODUtils.h" +#include "FMODEvent.h" +#include "FMODListener.h" +#include "FMODSettings.h" +#include "fmod_studio.hpp" +#include "Misc/App.h" +#include "Misc/Paths.h" +#include "Misc/ScopeLock.h" +#include "FMODStudioPrivatePCH.h" +#include "Components/BillboardComponent.h" +#if WITH_EDITORONLY_DATA +#include "Engine/Texture2D.h" +#endif + +UFMODAudioComponent::UFMODAudioComponent(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) + , Event(nullptr) + , bEnableTimelineCallbacks(false) // Default OFF for efficiency + , bAutoDestroy(false) + , bStopWhenOwnerDestroyed(true) + , bApplyAmbientVolumes(false) + , bApplyOcclusionParameter(false) + , StudioInstance(nullptr) + , bDefaultParameterValuesCached(false) + , Module(nullptr) + , InteriorLastUpdateTime(0.0f) + , SourceInteriorVolume(0.0f) + , SourceInteriorLPF(0.0f) + , CurrentInteriorVolume(0.0f) + , CurrentInteriorLPF(0.0f) + , AmbientVolume(0.0f) + , AmbientLPF(0.0f) + , LastVolume(1.0f) + , LastLPF(MAX_FILTER_FREQUENCY) + , wasOccluded(false) + , OcclusionID() + , AmbientVolumeID() + , AmbientLPFID() + , ProgrammerSound(nullptr) + , NeedDestroyProgrammerSoundCallback(false) + , EventLength(0) + , bPlayEnded(false) + , Velocity(ForceInit) + , LastLocation(ForceInit) +{ + bAutoActivate = true; + bNeverNeedsRenderUpdate = true; + bWantsOnUpdateTransform = true; + +#if WITH_EDITORONLY_DATA + bVisualizeComponent = true; +#endif + + PrimaryComponentTick.bCanEverTick = true; + PrimaryComponentTick.TickGroup = TG_PrePhysics; + PrimaryComponentTick.bStartWithTickEnabled = false; + + for (int i = 0; i < EFMODEventProperty::Count; ++i) + { + StoredProperties[i] = -1.0f; + } + + NeedDestroyProgrammerSoundCallback = false; +} + +FString UFMODAudioComponent::GetDetailedInfoInternal(void) const +{ + FString Result; + + if (Event) + { + Result = Event->GetPathName(NULL); + } + else + { + Result = TEXT("No_Event"); + } + + return Result; +} + +void UFMODAudioComponent::OnRegister() +{ + Super::OnRegister(); + +#if WITH_EDITORONLY_DATA + if (!bDefaultParameterValuesCached) + { + CacheDefaultParameterValues(); + } + + UpdateSpriteTexture(); +#endif + + if (IsActive() && bAutoActivate) + { + FMOD_STUDIO_PLAYBACK_STATE state = FMOD_STUDIO_PLAYBACK_STOPPED; + if (StudioInstance->isValid()) + { + StudioInstance->getPlaybackState(&state); + } + if (state == FMOD_STUDIO_PLAYBACK_STOPPED) + { + Play(); + } + } +} + +#if WITH_EDITORONLY_DATA +void UFMODAudioComponent::UpdateSpriteTexture() +{ + if (SpriteComponent) + { + if (bAutoActivate) + { + SpriteComponent->SetSprite( + LoadObject(NULL, TEXT("/Engine/EditorResources/AudioIcons/S_AudioComponent_AutoActivate.S_AudioComponent_AutoActivate"))); + } + else + { + SpriteComponent->SetSprite(LoadObject(NULL, TEXT("/Engine/EditorResources/AudioIcons/S_AudioComponent.S_AudioComponent"))); + } + } +} +#endif + +#if WITH_EDITOR +void UFMODAudioComponent::PostEditChangeProperty(FPropertyChangedEvent &e) +{ + if (IsPlaying()) + { + Stop(); + Play(); + } + + FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None; + if (PropertyName == GET_MEMBER_NAME_CHECKED(UFMODAudioComponent, Event) || + (PropertyName == GET_MEMBER_NAME_CHECKED(UFMODAudioComponent, ParameterCache) && ParameterCache.Num() == 0)) + { + ParameterCache.Empty(); + bDefaultParameterValuesCached = false; + } + UpdateCachedParameterValues(); + +#if WITH_EDITORONLY_DATA + UpdateSpriteTexture(); +#endif + + Super::PostEditChangeProperty(e); +} +#endif // WITH_EDITOR + +void UFMODAudioComponent::OnUpdateTransform(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) +{ + Super::OnUpdateTransform(UpdateTransformFlags, Teleport); + if (StudioInstance) + { + FMOD_3D_ATTRIBUTES attr = { { 0 } }; + attr.position = FMODUtils::ConvertWorldVector(GetComponentTransform().GetLocation()); + attr.up = FMODUtils::ConvertUnitVector(GetComponentTransform().GetUnitAxis(EAxis::Z)); + attr.forward = FMODUtils::ConvertUnitVector(GetComponentTransform().GetUnitAxis(EAxis::X)); + attr.velocity = FMODUtils::ConvertWorldVector(Velocity); + + StudioInstance->set3DAttributes(&attr); + + UpdateInteriorVolumes(); + UpdateAttenuation(); + ApplyVolumeLPF(); + } +} + +// Taken mostly from ActiveSound.cpp +void UFMODAudioComponent::UpdateInteriorVolumes() +{ + if (!GetOwner()) + return; // May not have owner when previewing animations + + if (!bApplyAmbientVolumes) + return; + + // Result of the ambient calculations to apply to the instance + float NewAmbientVolumeMultiplier = 1.0f; + float NewAmbientHighFrequencyGain = 1.0f; + + FInteriorSettings *Ambient = + (FInteriorSettings *)alloca(sizeof(FInteriorSettings)); // FinteriorSetting::FInteriorSettings() isn't exposed (possible UE4 bug???) + const FVector &Location = GetComponentLocation(); + AAudioVolume *AudioVolume = GetWorld()->GetAudioSettings(Location, NULL, Ambient); + + const FFMODListener &Listener = GetStudioModule().GetNearestListener(Location); + if (InteriorLastUpdateTime < Listener.InteriorStartTime) + { + SourceInteriorVolume = CurrentInteriorVolume; + SourceInteriorLPF = CurrentInteriorLPF; + InteriorLastUpdateTime = FApp::GetCurrentTime(); + } + + bool bAllowSpatialization = true; + if (Listener.Volume == AudioVolume || !bAllowSpatialization) + { + // Ambient and listener in same ambient zone + CurrentInteriorVolume = FMath::Lerp(SourceInteriorVolume, 1.0f, Listener.InteriorVolumeInterp); + NewAmbientVolumeMultiplier = CurrentInteriorVolume; + + CurrentInteriorLPF = FMath::Lerp(SourceInteriorLPF, MAX_FILTER_FREQUENCY, Listener.InteriorLPFInterp); + NewAmbientHighFrequencyGain = CurrentInteriorLPF; + + //UE_LOG(LogFMOD, Verbose, TEXT( "Ambient in same volume. Volume *= %g LPF *= %g" ), CurrentInteriorVolume, CurrentInteriorLPF); + } + else + { + // Ambient and listener in different ambient zone + if (Ambient->bIsWorldSettings) + { + // The ambient sound is 'outside' - use the listener's exterior volume + CurrentInteriorVolume = FMath::Lerp(SourceInteriorVolume, Listener.InteriorSettings.ExteriorVolume, Listener.ExteriorVolumeInterp); + NewAmbientVolumeMultiplier = CurrentInteriorVolume; + + CurrentInteriorLPF = FMath::Lerp(SourceInteriorLPF, Listener.InteriorSettings.ExteriorLPF, Listener.ExteriorLPFInterp); + NewAmbientHighFrequencyGain = CurrentInteriorLPF; + + //UE_LOG(LogFMOD, Verbose, TEXT( "Ambient in diff volume, ambient outside. Volume *= %g LPF *= %g" ), CurrentInteriorVolume, CurrentInteriorLPF); + } + else + { + // The ambient sound is 'inside' - use the ambient sound's interior volume multiplied with the listeners exterior volume + CurrentInteriorVolume = FMath::Lerp(SourceInteriorVolume, Ambient->InteriorVolume, Listener.InteriorVolumeInterp); + CurrentInteriorVolume *= FMath::Lerp(SourceInteriorVolume, Listener.InteriorSettings.ExteriorVolume, Listener.ExteriorVolumeInterp); + NewAmbientVolumeMultiplier = CurrentInteriorVolume; + + + float AmbientLPFValue = FMath::Lerp(SourceInteriorLPF, Ambient->InteriorLPF, Listener.InteriorLPFInterp); + float ListenerLPFValue = FMath::Lerp(SourceInteriorLPF, Listener.InteriorSettings.ExteriorLPF, Listener.ExteriorLPFInterp); + + // The current interior LPF value is the less of the LPF due to ambient zone and LPF due to listener settings + if (AmbientLPFValue < ListenerLPFValue) + { + CurrentInteriorLPF = AmbientLPFValue; + NewAmbientHighFrequencyGain = AmbientLPFValue; + } + else + { + CurrentInteriorLPF = ListenerLPFValue; + NewAmbientHighFrequencyGain = ListenerLPFValue; + } + + //UE_LOG(LogFMOD, Verbose, TEXT( "Ambient in diff volume, ambient inside. Volume *= %g LPF *= %g" ), CurrentInteriorVolume, CurrentInteriorLPF); + } + } + + AmbientVolume = NewAmbientVolumeMultiplier; + AmbientLPF = NewAmbientHighFrequencyGain; +} + +void UFMODAudioComponent::UpdateAttenuation() +{ + if (!GetOwner()) + return; // May not have owner when previewing animations + + if (!AttenuationDetails.bOverrideAttenuation && !OcclusionDetails.bEnableOcclusion) + { + return; + } + + if (AttenuationDetails.bOverrideAttenuation) + { + SetProperty(EFMODEventProperty::MinimumDistance, AttenuationDetails.MinimumDistance); + SetProperty(EFMODEventProperty::MaximumDistance, AttenuationDetails.MaximumDistance); + } + + // Use occlusion part of settings + if (OcclusionDetails.bEnableOcclusion && bApplyOcclusionParameter) + { + static FName NAME_SoundOcclusion = FName(TEXT("SoundOcclusion")); + FCollisionQueryParams Params(NAME_SoundOcclusion, OcclusionDetails.bUseComplexCollisionForOcclusion, GetOwner()); + + const FVector &Location = GetComponentLocation(); + const FFMODListener &Listener = GetStudioModule().GetNearestListener(Location); + + bool bIsOccluded = GWorld->LineTraceTestByChannel(Location, Listener.Transform.GetLocation(), OcclusionDetails.OcclusionTraceChannel, Params); + + if (bIsOccluded != wasOccluded) + { + StudioInstance->setParameterByID(OcclusionID, bIsOccluded ? 1.0f : 0.0f); + wasOccluded = bIsOccluded; + } + } + else + { + wasOccluded = false; + } +} + +void UFMODAudioComponent::ApplyVolumeLPF() +{ + if (bApplyAmbientVolumes) + { + float CurVolume = AmbientVolume; + if (CurVolume != LastVolume) + { + StudioInstance->setParameterByID(AmbientVolumeID, CurVolume); + LastVolume = CurVolume; + } + + float CurLPF = AmbientLPF; + if (CurLPF != LastLPF) + { + StudioInstance->setParameterByID(AmbientLPFID, CurLPF); + LastLPF = CurLPF; + } + } + else + { + LastLPF = MAX_FILTER_FREQUENCY; + LastVolume = 1.0f; + } +} + +bool UFMODAudioComponent::ShouldCacheParameter(const FMOD_STUDIO_PARAMETER_DESCRIPTION& ParameterDescription) +{ + const UFMODSettings& Settings = *GetDefault(); + + if (((ParameterDescription.flags & FMOD_STUDIO_PARAMETER_GLOBAL) == 0) && + (ParameterDescription.type == FMOD_STUDIO_PARAMETER_GAME_CONTROLLED) && + ParameterDescription.name != Settings.OcclusionParameter && + ParameterDescription.name != Settings.AmbientVolumeParameter && + ParameterDescription.name != Settings.AmbientLPFParameter) + { + return true; + } + return false; +} + +void UFMODAudioComponent::CacheDefaultParameterValues() +{ + if (Event) + { + TArray ParameterDescriptions; + Event->GetParameterDescriptions(ParameterDescriptions); + for (const FMOD_STUDIO_PARAMETER_DESCRIPTION &ParameterDescription : ParameterDescriptions) + { + if (!ParameterCache.Find(ParameterDescription.name) && ShouldCacheParameter(ParameterDescription)) + { + ParameterCache.Add(ParameterDescription.name, ParameterDescription.defaultvalue); + } + } + bDefaultParameterValuesCached = true; + } +} + +void UFMODAudioComponent::UpdateCachedParameterValues() +{ + if (bDefaultParameterValuesCached) + { + TArray ParameterDescriptions; + Event->GetParameterDescriptions(ParameterDescriptions); + for (const FMOD_STUDIO_PARAMETER_DESCRIPTION& ParameterDescription : ParameterDescriptions) + { + if (ParameterCache.Find(ParameterDescription.name) && !ShouldCacheParameter(ParameterDescription)) + { + ParameterCache.Remove(ParameterDescription.name); + FString paramName(ParameterDescription.name); + UE_LOG(LogFMOD, Warning, TEXT("Parameter '%s' is driven elsewhere and cannot be added here."), *paramName) + } + } + } +} + +void UFMODAudioComponent::OnUnregister() +{ + if (bStopWhenOwnerDestroyed) + { + Stop(); + } + Release(); + Super::OnUnregister(); +} + +void UFMODAudioComponent::BeginPlay() +{ +#if WITH_EDITOR + IFMODStudioModule::Get().PreEndPIEEvent().AddUObject(this, &UFMODAudioComponent::Shutdown); +#endif + Super::BeginPlay(); +} + +void UFMODAudioComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ +#if WITH_EDITOR + IFMODStudioModule::Get().PreEndPIEEvent().RemoveAll(this); +#endif + Super::EndPlay(EndPlayReason); + bool shouldStop = false; + + switch (EndPlayReason) + { + case EEndPlayReason::Destroyed: + case EEndPlayReason::RemovedFromWorld: + { + AActor *Owner = GetOwner(); + if (!Owner || bStopWhenOwnerDestroyed) + shouldStop = true; + break; + } + case EEndPlayReason::EndPlayInEditor: + case EEndPlayReason::LevelTransition: + case EEndPlayReason::Quit: + { + shouldStop = true; + break; + } + } + + if (shouldStop) + { + Stop(); + OnEventStopped.Broadcast(); + } + Release(); + + bPlayEnded = true; +} + +void UFMODAudioComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + if (DeltaTime > 0.f) + { + FVector pos = GetComponentTransform().GetTranslation(); + if (LastLocation != FVector::ZeroVector) + { + Velocity = (pos - LastLocation) / DeltaTime; + } + LastLocation = pos; + } + + if (IsActive()) + { + FMOD_STUDIO_PLAYBACK_STATE state = FMOD_STUDIO_PLAYBACK_STOPPED; + + if (StudioInstance) + { + if (GetStudioModule().HasListenerMoved()) + { + UpdateInteriorVolumes(); + UpdateAttenuation(); + ApplyVolumeLPF(); + } + + if (bEnableTimelineCallbacks) + { + TArray LocalMarkerQueue; + TArray LocalBeatQueue; + { + FScopeLock Lock(&CallbackLock); + Swap(LocalMarkerQueue, CallbackMarkerQueue); + Swap(LocalBeatQueue, CallbackBeatQueue); + } + + for (const FTimelineMarkerProperties &EachProps : LocalMarkerQueue) + { + OnTimelineMarker.Broadcast(EachProps.Name, EachProps.Position); + } + for (const FTimelineBeatProperties &EachProps : LocalBeatQueue) + { + OnTimelineBeat.Broadcast( + EachProps.Bar, EachProps.Beat, EachProps.Position, EachProps.Tempo, EachProps.TimeSignatureUpper, EachProps.TimeSignatureLower); + } + } + + if (TriggerSoundStoppedDelegate) + { + FScopeLock Lock(&CallbackLock); + TriggerSoundStoppedDelegate = false; + + OnSoundStopped.Broadcast(); + } + + StudioInstance->getPlaybackState(&state); + } + + if (state == FMOD_STUDIO_PLAYBACK_STOPPED) + { + OnPlaybackCompleted(); + } + } +} + +void UFMODAudioComponent::SetEvent(UFMODEvent *NewEvent) +{ + const bool bPlay = IsPlaying(); + + Stop(); + + if (Event != NewEvent) + { + ReleaseEventCache(); + Event = NewEvent; + } + + if (bPlay) + { + Play(); + } +} + +void UFMODAudioComponent::PostLoad() +{ + Super::PostLoad(); +} + +void UFMODAudioComponent::Activate(bool bReset) +{ + if (bReset || ShouldActivate() == true) + { + // Don't call Super::Activate here - PlayInternal will do that if successful + PlayInternal(EFMODSystemContext::Max, bReset); + } +} + +void UFMODAudioComponent::Deactivate() +{ + if (ShouldActivate() == false) + { + Stop(); + } + Super::Deactivate(); +} + +FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters) +{ + UFMODAudioComponent *Component = nullptr; + FMOD::Studio::EventInstance *Instance = (FMOD::Studio::EventInstance *)event; + if (Instance->getUserData((void **)&Component) == FMOD_OK && IsValid(Component)) + { + if (type == FMOD_STUDIO_EVENT_CALLBACK_TIMELINE_MARKER && Component->bEnableTimelineCallbacks) + { + Component->EventCallbackAddMarker((FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES *)parameters); + } + else if (type == FMOD_STUDIO_EVENT_CALLBACK_TIMELINE_BEAT && Component->bEnableTimelineCallbacks) + { + Component->EventCallbackAddBeat((FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES *)parameters); + } + else if (type == FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND) + { + Component->EventCallbackCreateProgrammerSound((FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *)parameters); + } + else if (type == FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND) + { + Component->EventCallbackDestroyProgrammerSound((FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *)parameters); + } + else if (type == FMOD_STUDIO_EVENT_CALLBACK_SOUND_STOPPED) + { + Component->EventCallbackSoundStopped(); + } + } + return FMOD_OK; +} + +void UFMODAudioComponent_ReleaseProgrammerSound(FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props) +{ + if (props->sound) + { + UE_LOG(LogFMOD, Verbose, TEXT("Destroying programmer sound")); + FMOD_RESULT Result = ((FMOD::Sound *)props->sound)->release(); + verifyfmod(Result); + } +} + +FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallbackDestroyProgrammerSound(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters) +{ + UFMODAudioComponent_ReleaseProgrammerSound((FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *)parameters); + return FMOD_OK; +} + +void UFMODAudioComponent::EventCallbackAddMarker(FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES *props) +{ + FScopeLock Lock(&CallbackLock); + FTimelineMarkerProperties info; + info.Name = props->name; + info.Position = props->position; + CallbackMarkerQueue.Push(info); +} + +void UFMODAudioComponent::EventCallbackAddBeat(FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES *props) +{ + FScopeLock Lock(&CallbackLock); + FTimelineBeatProperties info; + info.Bar = props->bar; + info.Beat = props->beat; + info.Position = props->position; + info.Tempo = props->tempo; + info.TimeSignatureUpper = props->timesignatureupper; + info.TimeSignatureLower = props->timesignaturelower; + CallbackBeatQueue.Push(info); +} + +void UFMODAudioComponent::EventCallbackCreateProgrammerSound(FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props) +{ + // Make sure name isn't being changed as we are reading it + FString ProgrammerSoundNameCopy; + { + FScopeLock Lock(&CallbackLock); + ProgrammerSoundNameCopy = ProgrammerSoundName; + } + + if (ProgrammerSound) + { + props->sound = (FMOD_SOUND *)ProgrammerSound; + props->subsoundIndex = -1; + } + else if (ProgrammerSoundNameCopy.Len() || strlen(props->name) != 0) + { + FMOD::Studio::System *System = GetStudioModule().GetStudioSystem(EFMODSystemContext::Max); + FMOD::System *LowLevelSystem = nullptr; + System->getCoreSystem(&LowLevelSystem); + FString SoundName = ProgrammerSoundNameCopy.Len() ? ProgrammerSoundNameCopy : UTF8_TO_TCHAR(props->name); + FMOD_MODE SoundMode = FMOD_LOOP_NORMAL | FMOD_CREATECOMPRESSEDSAMPLE | FMOD_NONBLOCKING; + + if (SoundName.StartsWith(TEXT("http://")) || + SoundName.StartsWith(TEXT("http:\\\\")) || + SoundName.StartsWith(TEXT("https://")) || + SoundName.StartsWith(TEXT("https:\\\\"))) + { + // Load via url + FMOD::Sound* Sound = nullptr; + FMOD_CREATESOUNDEXINFO exinfo; + memset(&exinfo, 0, sizeof(FMOD_CREATESOUNDEXINFO)); + exinfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO); + exinfo.filebuffersize = 1024 * 16; + exinfo.ignoresetfilesystem = true; + + if (LowLevelSystem->createSound(TCHAR_TO_UTF8(*SoundName), FMOD_CREATESTREAM | FMOD_NONBLOCKING, &exinfo, &Sound) == FMOD_OK) + { + UE_LOG(LogFMOD, Verbose, TEXT("Creating programmer sound from url '%s'"), *SoundName); + props->sound = (FMOD_SOUND*)Sound; + props->subsoundIndex = -1; + NeedDestroyProgrammerSoundCallback = true; + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to load programmer sound url '%s'"), *SoundName); + } + } + else if (SoundName.Contains(TEXT("."))) + { + // Load via file + FString SoundPath = SoundName; + if (FPaths::IsRelative(SoundPath)) + { + SoundPath = FPaths::ProjectContentDir() / SoundPath; + } + + FMOD::Sound *Sound = nullptr; + if (LowLevelSystem->createSound(TCHAR_TO_UTF8(*SoundPath), SoundMode, nullptr, &Sound) == FMOD_OK) + { + UE_LOG(LogFMOD, Verbose, TEXT("Creating programmer sound from file '%s'"), *SoundPath); + props->sound = (FMOD_SOUND *)Sound; + props->subsoundIndex = -1; + NeedDestroyProgrammerSoundCallback = true; + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to load programmer sound file '%s'"), *SoundPath); + } + } + else + { + // Load via FMOD Studio asset table + FMOD_STUDIO_SOUND_INFO SoundInfo = { 0 }; + FMOD_RESULT Result = System->getSoundInfo(TCHAR_TO_UTF8(*SoundName), &SoundInfo); + if (Result == FMOD_OK) + { + FMOD::Sound *Sound = nullptr; + Result = LowLevelSystem->createSound(SoundInfo.name_or_data, SoundMode | SoundInfo.mode, &SoundInfo.exinfo, &Sound); + if (Result == FMOD_OK) + { + UE_LOG(LogFMOD, Verbose, TEXT("Creating programmer sound using audio entry '%s'"), *SoundName); + + props->sound = (FMOD_SOUND *)Sound; + props->subsoundIndex = SoundInfo.subsoundindex; + NeedDestroyProgrammerSoundCallback = true; + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to load FMOD audio entry '%s'"), *SoundName); + } + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to find FMOD audio entry '%s'"), *SoundName); + } + } + } +} + +void UFMODAudioComponent::EventCallbackSoundStopped() +{ + FScopeLock Lock(&CallbackLock); + TriggerSoundStoppedDelegate = true; +} + +void UFMODAudioComponent::EventCallbackDestroyProgrammerSound(FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props) +{ + if (NeedDestroyProgrammerSoundCallback) + { + UFMODAudioComponent_ReleaseProgrammerSound(props); + NeedDestroyProgrammerSoundCallback = false; + } +} + +void UFMODAudioComponent::SetProgrammerSoundName(FString Value) +{ + FScopeLock Lock(&CallbackLock); + ProgrammerSoundName = Value; +} + +void UFMODAudioComponent::SetProgrammerSound(FMOD::Sound *Sound) +{ + FScopeLock Lock(&CallbackLock); + ProgrammerSound = Sound; +} + +void UFMODAudioComponent::Play() +{ + PlayInternal(EFMODSystemContext::Max); +} + +void UFMODAudioComponent::PlayInternal(EFMODSystemContext::Type Context, bool bReset) +{ + Stop(); + + if (!FMODUtils::IsWorldAudible(GetWorld(), Context == EFMODSystemContext::Editor + || Context == EFMODSystemContext::Auditioning)) + { + return; + } + + UE_LOG(LogFMOD, Verbose, TEXT("UFMODAudioComponent %p Play"), this); + + // Only play events in PIE/game, not when placing them in the editor + FMOD::Studio::EventDescription *EventDesc = GetStudioModule().GetEventDescription(Event, Context); + if (EventDesc != nullptr) + { + EventDesc->getLength(&EventLength); + if (!StudioInstance || !StudioInstance->isValid()) + { + FMOD_RESULT result = EventDesc->createInstance(&StudioInstance); + if (result != FMOD_OK) + return; + } + + const UFMODSettings &Settings = *GetDefault(); + FMOD_STUDIO_PARAMETER_DESCRIPTION paramDesc = {}; + FString param = Settings.OcclusionParameter; + if (!param.IsEmpty()) + { + if (EventDesc->getParameterDescriptionByName(TCHAR_TO_UTF8(*Settings.OcclusionParameter), ¶mDesc) == FMOD_OK) + { + OcclusionID = paramDesc.id; + bApplyOcclusionParameter = true; + } + } + + paramDesc = {}; + param = Settings.AmbientVolumeParameter; + if (!param.IsEmpty()) + { + if (EventDesc->getParameterDescriptionByName(TCHAR_TO_UTF8(*param), ¶mDesc) == FMOD_OK) + { + AmbientVolumeID = paramDesc.id; + LastVolume = -1.0f; // Invalidate LastVolume so the AmbientVolumeParameter of the Event will be set later on + bApplyAmbientVolumes = true; + } + } + + paramDesc = {}; + param = Settings.AmbientLPFParameter; + if (!param.IsEmpty()) + { + if (EventDesc->getParameterDescriptionByName(TCHAR_TO_UTF8(*Settings.AmbientLPFParameter), ¶mDesc) == FMOD_OK) + { + AmbientLPFID = paramDesc.id; + LastLPF = -1.0f; // Invalidate LastLPF so the AmbientLPFParameter of the Event will be set later on + bApplyAmbientVolumes = true; + } + } + + OnUpdateTransform(EUpdateTransformFlags::SkipPhysicsUpdate); + // Set initial parameters + for (auto Kvp : ParameterCache) + { + FMOD_RESULT Result = StudioInstance->setParameterByName(TCHAR_TO_UTF8(*Kvp.Key.ToString()), Kvp.Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set initial parameter %s"), *Kvp.Key.ToString()); + } + } + for (int i = 0; i < EFMODEventProperty::Count; ++i) + { + if (StoredProperties[i] != -1.0f) + { + FMOD_RESULT Result = StudioInstance->setProperty((FMOD_STUDIO_EVENT_PROPERTY)i, StoredProperties[i]); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set initial property %d"), i); + } + } + } + + if (bEnableTimelineCallbacks || !ProgrammerSoundName.IsEmpty()) + { + verifyfmod(StudioInstance->setCallback(UFMODAudioComponent_EventCallback)); + } + + verifyfmod(StudioInstance->setUserData(this)); + verifyfmod(StudioInstance->start()); + UE_LOG(LogFMOD, Verbose, TEXT("Playing component %p"), this); + + if (bReset || ShouldActivate() == true) + { + Super::Activate(bReset); + } + } +} + +void UFMODAudioComponent::PauseInternal(PauseContext Pauser) +{ + if (Pauser == Implicit) + { + bImplicitlyPaused = true; + } + if (Pauser == Explicit) + { + bExplicitlyPaused = true; + } + + SetPaused(true); +} + +void UFMODAudioComponent::ResumeInternal(PauseContext Pauser) +{ + if (GetPaused()) + { + if (Pauser == Implicit) + { + bImplicitlyPaused = false; + } + if (Pauser == Explicit) + { + bExplicitlyPaused = false; + } + + SetPaused(bImplicitlyPaused || bExplicitlyPaused); + } +} + +void UFMODAudioComponent::Stop() +{ + UE_LOG(LogFMOD, Verbose, TEXT("UFMODAudioComponent %p Stop"), this); + if (StudioInstance->isValid()) + { + StudioInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); + } + + wasOccluded = false; +} + +void UFMODAudioComponent::Release() +{ + ReleaseEventInstance(); +} + +#if WITH_EDITOR +void UFMODAudioComponent::Shutdown() +{ + Stop(); + Release(); +} +#endif + +void UFMODAudioComponent::ReleaseEventCache() +{ + ParameterCache.Empty(); + bDefaultParameterValuesCached = false; + ReleaseEventInstance(); +} + +void UFMODAudioComponent::ReleaseEventInstance() +{ + if (StudioInstance->isValid()) + { + if (NeedDestroyProgrammerSoundCallback) + { + // We need a callback to destroy a programmer sound + StudioInstance->setCallback(UFMODAudioComponent_EventCallbackDestroyProgrammerSound, FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND); + } + else + { + // We don't want any more callbacks + StudioInstance->setCallback(nullptr); + } + + StudioInstance->release(); + StudioInstance = nullptr; + } +} + +void UFMODAudioComponent::KeyOff() +{ + UE_LOG(LogFMOD, Verbose, TEXT("UFMODAudioComponent %p KeyOff"), this); + if (StudioInstance) + { + StudioInstance->keyOff(); + } +} + +void UFMODAudioComponent::OnPlaybackCompleted() +{ + // Mark inactive before calling destroy to avoid recursion + SetActive(false); + SetComponentTickEnabled(false); + + if (StudioInstance) + { + UE_LOG(LogFMOD, Verbose, TEXT("UFMODAudioComponent %p PlaybackCompleted"), this); + Release(); + + // Fire callback after we have cleaned up our instance + OnEventStopped.Broadcast(); + } + + // Auto destruction is handled via marking object for deletion. + if (bAutoDestroy) + { + DestroyComponent(); + } +} + +bool UFMODAudioComponent::IsPlaying(void) +{ + return IsActive(); +} + +void UFMODAudioComponent::SetVolume(float Volume) +{ + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->setVolume(Volume); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set volume")); + } + } +} + +void UFMODAudioComponent::SetPitch(float Pitch) +{ + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->setPitch(Pitch); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set pitch")); + } + } +} + +void UFMODAudioComponent::SetPaused(bool Paused) +{ + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->setPaused(Paused); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to pause")); + } + } +} + +bool UFMODAudioComponent::GetPaused() +{ + bool Paused = false; + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->getPaused(&Paused); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to get paused state")); + } + } + return Paused; +} + +void UFMODAudioComponent::SetParameter(FName Name, float Value) +{ + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->setParameterByName(TCHAR_TO_UTF8(*Name.ToString()), Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set parameter %s"), *Name.ToString()); + } + } + ParameterCache.FindOrAdd(Name) = Value; +} + +void UFMODAudioComponent::SetProperty(EFMODEventProperty::Type Property, float Value) +{ + verify(Property < EFMODEventProperty::Count); + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->setProperty((FMOD_STUDIO_EVENT_PROPERTY)Property, Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set property %d"), (int)Property); + } + } + StoredProperties[Property] = Value; +} + +float UFMODAudioComponent::GetProperty(EFMODEventProperty::Type Property) +{ + verify(Property < EFMODEventProperty::Count); + float outValue = 0; + if (Event) + { + FMOD_RESULT Result = StudioInstance->getProperty((FMOD_STUDIO_EVENT_PROPERTY)Property, &outValue); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to get property %d"), (int)Property); + } + } + return StoredProperties[Property] = outValue; +} + +int32 UFMODAudioComponent::GetLength() const +{ + return EventLength; +} + +void UFMODAudioComponent::SetTimelinePosition(int32 Time) +{ + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->setTimelinePosition(Time); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set timeline position")); + } + } +} + +int32 UFMODAudioComponent::GetTimelinePosition() +{ + int Time = 0; + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->getTimelinePosition(&Time); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to get timeline position")); + } + } + return Time; +} + +float UFMODAudioComponent::GetParameter(FName Name) +{ + if (!bDefaultParameterValuesCached) + { + CacheDefaultParameterValues(); + } + + float *CachedValue = ParameterCache.Find(Name); + float Value = CachedValue ? *CachedValue : 0.0; + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->getParameterByName(TCHAR_TO_UTF8(*Name.ToString()), &Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to get parameter %s"), *Name.ToString()); + } + } + return Value; +} + +void UFMODAudioComponent::GetParameterValue(FName Name, float &UserValue, float &FinalValue) +{ + if (!bDefaultParameterValuesCached) + { + CacheDefaultParameterValues(); + } + + float *CachedValue = ParameterCache.Find(Name); + if (StudioInstance) + { + FMOD_RESULT Result = StudioInstance->getParameterByName(TCHAR_TO_UTF8(*Name.ToString()), &UserValue, &FinalValue); + if (Result != FMOD_OK) + { + UserValue = FinalValue = 0; + UE_LOG(LogFMOD, Warning, TEXT("Failed to get parameter %s"), *Name.ToString()); + } + } +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBank.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBank.cpp new file mode 100644 index 00000000..01d94d14 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBank.cpp @@ -0,0 +1,20 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODBank.h" +#include "FMODStudioModule.h" + +UFMODBank::UFMODBank(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +/** Get tags to show in content view */ +void UFMODBank::GetAssetRegistryTags(TArray &OutTags) const +{ + Super::GetAssetRegistryTags(OutTags); +} + +FString UFMODBank::GetDesc() +{ + return FString::Printf(TEXT("Bank %s"), *AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBankLookup.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBankLookup.cpp new file mode 100644 index 00000000..fc1679f1 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBankLookup.cpp @@ -0,0 +1,6 @@ +#include "FMODBankLookup.h" + +UFMODBankLookup::UFMODBankLookup(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , DataTable(nullptr) +{} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBankLookup.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBankLookup.h new file mode 100644 index 00000000..f8557e3f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBankLookup.h @@ -0,0 +1,42 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataTable.h" +#include "FMODBankLookup.generated.h" + +USTRUCT() +struct FMODSTUDIO_API FFMODLocalizedBankRow : public FTableRowBase +{ + GENERATED_BODY() + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|BankLookup") + FString Path; +}; + +USTRUCT() +struct FMODSTUDIO_API FFMODLocalizedBankTable : public FTableRowBase +{ + GENERATED_BODY() + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|BankLookup") + UDataTable *Banks = nullptr; +}; + +UCLASS() +class FMODSTUDIO_API UFMODBankLookup : public UObject +{ + GENERATED_UCLASS_BODY() + +public: + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|BankLookup") + UDataTable *DataTable; + + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|BankLookup") + FString MasterBankPath; + + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|BankLookup") + FString MasterAssetsBankPath; + + UPROPERTY(VisibleAnywhere, Category="FMOD|Internal|BankLookup") + FString MasterStringsBankPath; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBlueprintStatics.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBlueprintStatics.cpp new file mode 100644 index 00000000..6cb4655d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBlueprintStatics.cpp @@ -0,0 +1,672 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODBlueprintStatics.h" +#include "FMODAudioComponent.h" +#include "FMODSettings.h" +#include "FMODStudioModule.h" +#include "FMODUtils.h" +#include "FMODBank.h" +#include "FMODEvent.h" +#include "FMODBus.h" +#include "FMODVCA.h" +#include "fmod_studio.hpp" +#include "fmod_errors.h" +#include "FMODStudioPrivatePCH.h" + +///////////////////////////////////////////////////// +// UFMODBlueprintStatics + +UFMODBlueprintStatics::UFMODBlueprintStatics(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +FFMODEventInstance UFMODBlueprintStatics::PlayEvent2D(UObject *WorldContextObject, class UFMODEvent *Event, bool bAutoPlay) +{ + return PlayEventAtLocation(WorldContextObject, Event, FTransform(), bAutoPlay); +} + +FFMODEventInstance UFMODBlueprintStatics::PlayEventAtLocation( + UObject *WorldContextObject, class UFMODEvent *Event, const FTransform &Location, bool bAutoPlay) +{ + FFMODEventInstance Instance; + Instance.Instance = nullptr; + + UWorld *ThisWorld = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull); + if (FMODUtils::IsWorldAudible(ThisWorld, false) && IsValid(Event)) + { + FMOD::Studio::EventDescription *EventDesc = IFMODStudioModule::Get().GetEventDescription(Event); + if (EventDesc != nullptr) + { + FMOD::Studio::EventInstance *EventInst = nullptr; + EventDesc->createInstance(&EventInst); + if (EventInst != nullptr) + { + FMOD_3D_ATTRIBUTES EventAttr = { { 0 } }; + FMODUtils::Assign(EventAttr, Location); + EventInst->set3DAttributes(&EventAttr); + + if (bAutoPlay) + { + EventInst->start(); + EventInst->release(); + } + Instance.Instance = EventInst; + } + } + } + return Instance; +} + +class UFMODAudioComponent *UFMODBlueprintStatics::PlayEventAttached(class UFMODEvent *Event, class USceneComponent *AttachToComponent, + FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, bool bAutoPlay, bool bAutoDestroy) +{ + if (!IFMODStudioModule::Get().UseSound()) + { + return nullptr; + } + + if (Event == nullptr) + { + return nullptr; + } + if (AttachToComponent == nullptr) + { + UE_LOG(LogFMOD, Warning, TEXT("UFMODBlueprintStatics::PlayEventAttached: NULL AttachComponent specified!")); + return nullptr; + } + + AActor *Actor = AttachToComponent->GetOwner(); + + // Avoid creating component if we're trying to play a sound on an already destroyed actor. + if (!IsValid(Actor)) + { + return nullptr; + } + + UFMODAudioComponent *AudioComponent; + if (Actor) + { + // Use actor as outer if we have one. + AudioComponent = NewObject(Actor); + } + else + { + // Let engine pick the outer (transient package). + AudioComponent = NewObject(); + } + check(AudioComponent); + AudioComponent->Event = Event; + AudioComponent->bAutoActivate = false; + AudioComponent->bAutoDestroy = bAutoDestroy; + AudioComponent->bStopWhenOwnerDestroyed = bStopWhenAttachedToDestroyed; +#if WITH_EDITORONLY_DATA + AudioComponent->bVisualizeComponent = false; +#endif + AudioComponent->RegisterComponentWithWorld(AttachToComponent->GetWorld()); + + AudioComponent->AttachToComponent(AttachToComponent, FAttachmentTransformRules::KeepRelativeTransform, AttachPointName); + if (LocationType == EAttachLocation::KeepWorldPosition) + { + AudioComponent->SetWorldLocation(Location); + } + else + { + AudioComponent->SetRelativeLocation(Location); + } + + if (bAutoPlay) + { + AudioComponent->Play(); + } + return AudioComponent; +} + +UFMODAsset *UFMODBlueprintStatics::FindAssetByName(const FString &Name) +{ + return IFMODStudioModule::Get().FindAssetByName(Name); +} + +UFMODEvent *UFMODBlueprintStatics::FindEventByName(const FString &Name) +{ + return IFMODStudioModule::Get().FindEventByName(Name); +} + +void UFMODBlueprintStatics::LoadBank(class UFMODBank *Bank, bool bBlocking, bool bLoadSampleData) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bank)) + { + UE_LOG(LogFMOD, Log, TEXT("LoadBank %s"), *Bank->GetName()); + + FString BankPath = IFMODStudioModule::Get().GetBankPath(*Bank); + FMOD::Studio::Bank *bank = nullptr; + FMOD_STUDIO_LOAD_BANK_FLAGS flags = (bBlocking || bLoadSampleData) ? FMOD_STUDIO_LOAD_BANK_NORMAL : FMOD_STUDIO_LOAD_BANK_NONBLOCKING; + + FMOD_RESULT result = StudioSystem->loadBankFile(TCHAR_TO_UTF8(*BankPath), flags, &bank); + if (result != FMOD_OK) + { + UE_LOG(LogFMOD, Error, TEXT("Failed to load bank %s: %s"), *Bank->GetName(), UTF8_TO_TCHAR(FMOD_ErrorString(result))); + } + if (result == FMOD_OK && bLoadSampleData) + { + bank->loadSampleData(); + } + } +} + +void UFMODBlueprintStatics::UnloadBank(class UFMODBank *Bank) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bank)) + { + UE_LOG(LogFMOD, Log, TEXT("UnloadBank %s"), *Bank->GetName()); + + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bank->AssetGuid); + FMOD::Studio::Bank *bank = nullptr; + FMOD_RESULT result = StudioSystem->getBankByID(&guid, &bank); + if (result == FMOD_OK && bank != nullptr) + { + bank->unload(); + } + } +} + +bool UFMODBlueprintStatics::IsBankLoaded(class UFMODBank *Bank) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bank)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bank->AssetGuid); + FMOD::Studio::Bank *bank = nullptr; + FMOD_RESULT result = StudioSystem->getBankByID(&guid, &bank); + if (result == FMOD_OK && bank != nullptr) + { + FMOD_STUDIO_LOADING_STATE loadingState; + if (bank->getLoadingState(&loadingState) == FMOD_OK) + { + return (loadingState == FMOD_STUDIO_LOADING_STATE_LOADED); + } + } + } + return false; +} + +void UFMODBlueprintStatics::LoadBankSampleData(class UFMODBank *Bank) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bank)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bank->AssetGuid); + FMOD::Studio::Bank *bank = nullptr; + FMOD_RESULT result = StudioSystem->getBankByID(&guid, &bank); + if (result == FMOD_OK && bank != nullptr) + { + bank->loadSampleData(); + } + } +} + +void UFMODBlueprintStatics::UnloadBankSampleData(class UFMODBank *Bank) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bank)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bank->AssetGuid); + FMOD::Studio::Bank *bank = nullptr; + FMOD_RESULT result = StudioSystem->getBankByID(&guid, &bank); + if (result == FMOD_OK && bank != nullptr) + { + bank->unloadSampleData(); + } + } +} + +void UFMODBlueprintStatics::LoadEventSampleData(UObject *WorldContextObject, class UFMODEvent *Event) +{ + if (IsValid(Event)) + { + FMOD::Studio::EventDescription *EventDesc = IFMODStudioModule::Get().GetEventDescription(Event); + if (EventDesc != nullptr) + { + EventDesc->loadSampleData(); + } + } +} + +void UFMODBlueprintStatics::UnloadEventSampleData(UObject *WorldContextObject, class UFMODEvent *Event) +{ + if (IsValid(Event)) + { + FMOD::Studio::EventDescription *EventDesc = IFMODStudioModule::Get().GetEventDescription(Event); + if (EventDesc != nullptr) + { + EventDesc->unloadSampleData(); + } + } +} + +TArray UFMODBlueprintStatics::FindEventInstances(UObject *WorldContextObject, UFMODEvent *Event) +{ + TArray Instances; + if (IsValid(Event)) + { + FMOD::Studio::EventDescription *EventDesc = IFMODStudioModule::Get().GetEventDescription(Event); + if (EventDesc != nullptr) + { + int Capacity = 0; + EventDesc->getInstanceCount(&Capacity); + if (Capacity > 0) + { + TArray InstancePointers; + InstancePointers.SetNum(Capacity, true); + int Count = 0; + EventDesc->getInstanceList(InstancePointers.GetData(), Capacity, &Count); + Instances.SetNum(Count, true); + for (int i = 0; i < Count; ++i) + { + Instances[i].Instance = InstancePointers[i]; + } + } + } + } + return Instances; +} + +void UFMODBlueprintStatics::BusSetVolume(class UFMODBus *Bus, float Volume) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bus)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bus->AssetGuid); + FMOD::Studio::Bus *bus = nullptr; + FMOD_RESULT result = StudioSystem->getBusByID(&guid, &bus); + if (result == FMOD_OK && bus != nullptr) + { + bus->setVolume(Volume); + } + } +} + +void UFMODBlueprintStatics::BusSetPaused(class UFMODBus *Bus, bool bPaused) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bus)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bus->AssetGuid); + FMOD::Studio::Bus *bus = nullptr; + FMOD_RESULT result = StudioSystem->getBusByID(&guid, &bus); + if (result == FMOD_OK && bus != nullptr) + { + bus->setPaused(bPaused); + } + } +} + +void UFMODBlueprintStatics::BusSetMute(class UFMODBus *Bus, bool bMute) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bus)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bus->AssetGuid); + FMOD::Studio::Bus *bus = nullptr; + FMOD_RESULT result = StudioSystem->getBusByID(&guid, &bus); + if (result == FMOD_OK && bus != nullptr) + { + bus->setMute(bMute); + } + } +} + +void UFMODBlueprintStatics::BusStopAllEvents(UFMODBus *Bus, EFMOD_STUDIO_STOP_MODE stopMode) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Bus)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Bus->AssetGuid); + FMOD::Studio::Bus *bus = nullptr; + FMOD_RESULT result = StudioSystem->getBusByID(&guid, &bus); + if (result == FMOD_OK && bus != nullptr) + { + bus->stopAllEvents((FMOD_STUDIO_STOP_MODE)stopMode); + } + } +} + +void UFMODBlueprintStatics::VCASetVolume(class UFMODVCA *Vca, float Volume) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr && IsValid(Vca)) + { + FMOD::Studio::ID guid = FMODUtils::ConvertGuid(Vca->AssetGuid); + FMOD::Studio::VCA *vca = nullptr; + FMOD_RESULT result = StudioSystem->getVCAByID(&guid, &vca); + if (result == FMOD_OK && vca != nullptr) + { + vca->setVolume(Volume); + } + } +} + +void UFMODBlueprintStatics::SetGlobalParameterByName(FName Name, float Value) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD_RESULT Result = StudioSystem->setParameterByName(TCHAR_TO_UTF8(*Name.ToString()), Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set parameter %s"), *Name.ToString()); + } + } +} + +float UFMODBlueprintStatics::GetGlobalParameterByName(FName Name) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + float Value = 0.0f; + if (StudioSystem != nullptr) + { + FMOD_RESULT Result = StudioSystem->getParameterByName(TCHAR_TO_UTF8(*Name.ToString()), &Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to get event instance parameter %s"), *Name.ToString()); + } + } + return Value; +} + +void UFMODBlueprintStatics::GetGlobalParameterValueByName(FName Name, float &UserValue, float &FinalValue) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD_RESULT Result = StudioSystem->getParameterByName(TCHAR_TO_UTF8(*Name.ToString()), &UserValue, &FinalValue); + if (Result != FMOD_OK) + { + UserValue = FinalValue = 0.0f; + UE_LOG(LogFMOD, Warning, TEXT("Failed to get event instance parameter %s"), *Name.ToString()); + } + } +} + +bool UFMODBlueprintStatics::EventInstanceIsValid(FFMODEventInstance EventInstance) +{ + if (EventInstance.Instance) + { + return EventInstance.Instance->isValid(); + } + return false; +} + +void UFMODBlueprintStatics::EventInstanceSetVolume(FFMODEventInstance EventInstance, float Volume) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->setVolume(Volume); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set event instance volume")); + } + } +} + +void UFMODBlueprintStatics::EventInstanceSetPitch(FFMODEventInstance EventInstance, float Pitch) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->setPitch(Pitch); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set event instance pitch")); + } + } +} + +void UFMODBlueprintStatics::EventInstanceSetPaused(FFMODEventInstance EventInstance, bool Paused) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->setPaused(Paused); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to pause event instance")); + } + } +} + +void UFMODBlueprintStatics::EventInstanceSetParameter(FFMODEventInstance EventInstance, FName Name, float Value) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->setParameterByName(TCHAR_TO_UTF8(*Name.ToString()), Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set event instance parameter %s"), *Name.ToString()); + } + } +} + +float UFMODBlueprintStatics::EventInstanceGetParameter(FFMODEventInstance EventInstance, FName Name) +{ + float Value = 0.0f; + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->getParameterByName(TCHAR_TO_UTF8(*Name.ToString()), &Value); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to get event instance parameter %s"), *Name.ToString()); + } + } + return Value; +} + +void UFMODBlueprintStatics::EventInstanceGetParameterValue(FFMODEventInstance EventInstance, FName Name, float &UserValue, float &FinalValue) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->getParameterByName(TCHAR_TO_UTF8(*Name.ToString()), &UserValue, &FinalValue); + if (Result != FMOD_OK) + { + UserValue = FinalValue = 0.0f; + UE_LOG(LogFMOD, Warning, TEXT("Failed to get event instance parameter %s"), *Name.ToString()); + } + } +} + +void UFMODBlueprintStatics::EventInstanceSetProperty(FFMODEventInstance EventInstance, EFMODEventProperty::Type Property, float Value) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->setProperty((FMOD_STUDIO_EVENT_PROPERTY)Property, Value); + + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set event instance property type %d to value %f (%s)"), (int)Property, Value, + FMOD_ErrorString(Result)); + } + } +} + +void UFMODBlueprintStatics::EventInstancePlay(FFMODEventInstance EventInstance) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->start(); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to play event instance")); + } + // Once we start playing, allow instance to be cleaned up when it finishes + EventInstance.Instance->release(); + } +} + +void UFMODBlueprintStatics::EventInstanceStop(FFMODEventInstance EventInstance, bool Release) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to stop event instance")); + } + else + { + if (Release) + { + EventInstanceRelease(EventInstance); + //EventInstance.Instance->release(); + } + } + } +} + +void UFMODBlueprintStatics::EventInstanceRelease(FFMODEventInstance EventInstance) +{ + if (EventInstance.Instance) + { + FMOD_RESULT Result = EventInstance.Instance->release(); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to release event instance")); + } + } +} + +void UFMODBlueprintStatics::EventInstanceKeyOff(FFMODEventInstance EventInstance) +{ + if (EventInstance.Instance) + { + EventInstance.Instance->keyOff(); + } +} + +void UFMODBlueprintStatics::EventInstanceSetTransform(FFMODEventInstance EventInstance, const FTransform &Location) +{ + if (EventInstance.Instance) + { + FMOD_3D_ATTRIBUTES attr = { { 0 } }; + FMODUtils::Assign(attr, Location); + FMOD_RESULT Result = EventInstance.Instance->set3DAttributes(&attr); + if (Result != FMOD_OK) + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to set transform on event instance")); + } + } +} + +TArray UFMODBlueprintStatics::GetOutputDrivers() +{ + TArray AllNames; + + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem->getCoreSystem(&LowLevelSystem)); + + int DriverCount = 0; + verifyfmod(LowLevelSystem->getNumDrivers(&DriverCount)); + + for (int id = 0; id < DriverCount; ++id) + { + char DriverNameUTF8[256] = {}; + verifyfmod(LowLevelSystem->getDriverInfo(id, DriverNameUTF8, sizeof(DriverNameUTF8), 0, 0, 0, 0)); + FString DriverName(UTF8_TO_TCHAR(DriverNameUTF8)); + AllNames.Add(DriverName); + } + } + + return AllNames; +} + +void UFMODBlueprintStatics::SetOutputDriverByName(FString NewDriverName) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem->getCoreSystem(&LowLevelSystem)); + + int DriverIndex = -1; + int DriverCount = 0; + verifyfmod(LowLevelSystem->getNumDrivers(&DriverCount)); + + for (int id = 0; id < DriverCount; ++id) + { + char DriverNameUTF8[256] = {}; + verifyfmod(LowLevelSystem->getDriverInfo(id, DriverNameUTF8, sizeof(DriverNameUTF8), 0, 0, 0, 0)); + FString DriverName(UTF8_TO_TCHAR(DriverNameUTF8)); + UE_LOG(LogFMOD, Log, TEXT("Driver %d: %s"), id, *DriverName); + if (DriverName.Contains(NewDriverName)) + { + DriverIndex = id; + } + } + + if (DriverIndex >= 0) + { + UE_LOG(LogFMOD, Log, TEXT("Selected driver %d"), DriverIndex); + verifyfmod(LowLevelSystem->setDriver(DriverIndex)); + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Did not find driver of name '%s'"), *NewDriverName); + } + } +} + +void UFMODBlueprintStatics::SetOutputDriverByIndex(int NewDriverIndex) +{ + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem->getCoreSystem(&LowLevelSystem)); + + int DriverCount = 0; + verifyfmod(LowLevelSystem->getNumDrivers(&DriverCount)); + + if (NewDriverIndex >= 0 && NewDriverIndex < DriverCount) + { + UE_LOG(LogFMOD, Log, TEXT("Selected driver %d"), NewDriverIndex); + verifyfmod(LowLevelSystem->setDriver(NewDriverIndex)); + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Driver %d out of range"), NewDriverIndex); + } + } +} + +void UFMODBlueprintStatics::MixerSuspend() +{ + UE_LOG(LogFMOD, Log, TEXT("MixerSuspend called")); + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem->getCoreSystem(&LowLevelSystem)); + + verifyfmod(LowLevelSystem->mixerSuspend()); + } +} + +void UFMODBlueprintStatics::MixerResume() +{ + UE_LOG(LogFMOD, Log, TEXT("MixerResume called")); + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (StudioSystem != nullptr) + { + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem->getCoreSystem(&LowLevelSystem)); + + verifyfmod(LowLevelSystem->mixerResume()); + } +} + +void UFMODBlueprintStatics::SetLocale(const FString& Locale) +{ + IFMODStudioModule::Get().SetLocale(Locale); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBus.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBus.cpp new file mode 100644 index 00000000..e7a61bde --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODBus.cpp @@ -0,0 +1,20 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODBus.h" +#include "FMODStudioModule.h" + +UFMODBus::UFMODBus(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +/** Get tags to show in content view */ +void UFMODBus::GetAssetRegistryTags(TArray &OutTags) const +{ + Super::GetAssetRegistryTags(OutTags); +} + +FString UFMODBus::GetDesc() +{ + return FString::Printf(TEXT("Bus %s"), *AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODEvent.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODEvent.cpp new file mode 100644 index 00000000..86295d39 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODEvent.cpp @@ -0,0 +1,58 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEvent.h" +#include "FMODStudioModule.h" +#include "fmod_studio.hpp" + +UFMODEvent::UFMODEvent(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +/** Get tags to show in content view */ +void UFMODEvent::GetAssetRegistryTags(TArray &OutTags) const +{ + Super::GetAssetRegistryTags(OutTags); + if (IFMODStudioModule::Get().AreBanksLoaded()) + { + FMOD::Studio::EventDescription *EventDesc = IFMODStudioModule::Get().GetEventDescription(this, EFMODSystemContext::Max); + + bool bOneshot = false; + bool bStream = false; + bool b3D = false; + if (EventDesc) + { + EventDesc->isOneshot(&bOneshot); + EventDesc->isStream(&bStream); + EventDesc->is3D(&b3D); + } + + OutTags.Add(UObject::FAssetRegistryTag("Oneshot", bOneshot ? TEXT("True") : TEXT("False"), UObject::FAssetRegistryTag::TT_Alphabetical)); + OutTags.Add(UObject::FAssetRegistryTag("Streaming", bStream ? TEXT("True") : TEXT("False"), UObject::FAssetRegistryTag::TT_Alphabetical)); + OutTags.Add(UObject::FAssetRegistryTag("3D", b3D ? TEXT("True") : TEXT("False"), UObject::FAssetRegistryTag::TT_Alphabetical)); + } +} + +FString UFMODEvent::GetDesc() +{ + return FString::Printf(TEXT("Event %s"), *AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces)); +} + +void UFMODEvent::GetParameterDescriptions(TArray &Parameters) const +{ + if (IFMODStudioModule::Get().AreBanksLoaded()) + { + FMOD::Studio::EventDescription *EventDesc = IFMODStudioModule::Get().GetEventDescription(this, EFMODSystemContext::Auditioning); + + if (EventDesc) + { + int ParameterCount; + EventDesc->getParameterDescriptionCount(&ParameterCount); + Parameters.SetNumUninitialized(ParameterCount); + for (int ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex) + { + EventDesc->getParameterDescriptionByIndex(ParameterIndex, &Parameters[ParameterIndex]); + } + } + } +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODFileCallbacks.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODFileCallbacks.cpp new file mode 100644 index 00000000..41e45e22 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODFileCallbacks.cpp @@ -0,0 +1,346 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2015. + +#include "FMODFileCallbacks.h" +#include "fmod_errors.h" +#include "FMODUtils.h" +#include "HAL/FileManager.h" +#include "GenericPlatform/GenericPlatformProcess.h" +#include "HAL/Runnable.h" +#include "HAL/RunnableThread.h" +#include "Misc/ScopeLock.h" +#include "FMODStudioPrivatePCH.h" + +FMOD_RESULT F_CALLBACK FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file, int line, const char *func, const char *message) +{ + if (flags & FMOD_DEBUG_LEVEL_ERROR) + { + UE_LOG(LogFMOD, Error, TEXT("%s(%d) - %s"), UTF8_TO_TCHAR(file), line, UTF8_TO_TCHAR(message)); + } + else if (flags & FMOD_DEBUG_LEVEL_WARNING) + { + FString Message = UTF8_TO_TCHAR(message); + UE_LOG(LogFMOD, Warning, TEXT("%s(%d) - %s"), UTF8_TO_TCHAR(file), line, *Message); + if (GIsEditor) + { + int32 StartIndex = Message.Find(TEXT("Missing DSP plugin '")); + if (StartIndex != INDEX_NONE) + { + int32 Len = FString(TEXT("Missing DSP plugin '")).Len(); + int32 EndIndex; + if (Message.FindLastChar('\'', EndIndex) && EndIndex != INDEX_NONE && StartIndex + Len < EndIndex) + { + FString PluginName = Message.Mid(StartIndex + Len, EndIndex - StartIndex - Len); + + FModuleManager::GetModuleChecked("FMODStudio").AddRequiredPlugin(PluginName); + } + } + } + } + else if (flags & FMOD_DEBUG_LEVEL_LOG) + { + UE_LOG(LogFMOD, Log, TEXT("%s(%d) - %s"), UTF8_TO_TCHAR(file), line, UTF8_TO_TCHAR(message)); + } + return FMOD_OK; +} + +FMOD_RESULT F_CALLBACK FMODErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void* commanddata2, void *userdata) +{ + FMOD_ERRORCALLBACK_INFO *callbackInfo = (FMOD_ERRORCALLBACK_INFO *)commanddata1; + + if ((callbackInfo->instancetype == FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNEL || callbackInfo->instancetype == FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNELCONTROL) + && callbackInfo->result == FMOD_ERR_INVALID_HANDLE) + { + return FMOD_OK; + } + + UE_LOG(LogFMOD, Error, TEXT("%s(%s) returned error %d (\"%s\") for instance type: %d (0x%d)."), + UTF8_TO_TCHAR(callbackInfo->functionname), UTF8_TO_TCHAR(callbackInfo->functionparams), (int)callbackInfo->result, + UTF8_TO_TCHAR(FMOD_ErrorString(callbackInfo->result)), (int)callbackInfo->instancetype, callbackInfo->instance); + return FMOD_OK; +} + +class FFMODFileSystem : public FRunnable +{ +public: + FFMODFileSystem() + : mHandleIn(nullptr) + , mName(nullptr) + , mFileSize(nullptr) + , mHandleOut(nullptr) + , mBuffer(nullptr) + , mSizeBytes(0) + , mBytesRead(nullptr) + , mSeekPosition(0) + , mCommand(COMMAND_MAX) + , mResult(FMOD_OK) + , mReferenceCount(0) + , mThread(nullptr) + , mCommandReadyEvent(nullptr) + , mCommandCompleteEvent(nullptr) + { + } + + static FMOD_RESULT F_CALLBACK OpenCallback(const char *name, unsigned int *filesize, void **handle, void * /*userdata*/); + static FMOD_RESULT F_CALLBACK CloseCallback(void *handle, void * /*userdata*/); + static FMOD_RESULT F_CALLBACK ReadCallback(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void * /*userdata*/); + static FMOD_RESULT F_CALLBACK SeekCallback(void *handle, unsigned int pos, void * /*userdata*/); + + static FMOD_RESULT OpenInternal(const char *name, unsigned int *filesize, void **handle); + static FMOD_RESULT CloseInternal(void *handle); + static FMOD_RESULT ReadInternal(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread); + static FMOD_RESULT SeekInternal(void *handle, unsigned int pos); + + void IncrementReferenceCount() + { + FScopeLock lock(&mCrit); + + ++mReferenceCount; + + if (mReferenceCount == 1) + { + check(!mThread); + + mCommandReadyEvent = FGenericPlatformProcess::GetSynchEventFromPool(); + mCommandCompleteEvent = FGenericPlatformProcess::GetSynchEventFromPool(); + mThread = FRunnableThread::Create(this, TEXT("FMOD File Access Coordinator")); + } + } + + void DecrementReferenceCount() + { + FScopeLock lock(&mCrit); + + check(mReferenceCount > 0); + check(mThread); + + --mReferenceCount; + + if (mReferenceCount == 0) + { + verifyfmod(RunCommand(COMMAND_STOP)); + mThread->WaitForCompletion(); + + FGenericPlatformProcess::ReturnSynchEventToPool(mCommandReadyEvent); + mCommandReadyEvent = nullptr; + FGenericPlatformProcess::ReturnSynchEventToPool(mCommandCompleteEvent); + mCommandCompleteEvent = nullptr; + delete mThread; + mThread = nullptr; + } + } + + void Attach(FMOD::System *system, int32 fileBufferSize) + { + check(mThread); + + verifyfmod(system->setFileSystem(OpenCallback, CloseCallback, ReadCallback, SeekCallback, 0, 0, fileBufferSize)); + } + + uint32 Run() override + { + bool stopRequested = false; + + while (!stopRequested) + { + mCommandReadyEvent->Wait(); + + switch (mCommand) + { + case COMMAND_OPEN: + mResult = OpenInternal(mName, mFileSize, mHandleOut); + break; + case COMMAND_CLOSE: + mResult = CloseInternal(mHandleIn); + break; + case COMMAND_READ: + mResult = ReadInternal(mHandleIn, mBuffer, mSizeBytes, mBytesRead); + break; + case COMMAND_SEEK: + mResult = SeekInternal(mHandleIn, mSeekPosition); + break; + case COMMAND_STOP: + stopRequested = true; + mResult = FMOD_OK; + break; + } + + mCommandCompleteEvent->Trigger(); + } + + return 0; + } + +private: + enum Command + { + COMMAND_OPEN, + COMMAND_CLOSE, + COMMAND_READ, + COMMAND_SEEK, + COMMAND_STOP, + COMMAND_MAX, + }; + + FMOD_RESULT RunCommand(Command command) + { + check(mThread); + + mCommand = command; + mCommandReadyEvent->Trigger(); + mCommandCompleteEvent->Wait(); + + return mResult; + } + + // Parameter for Close, Seek and Read + void *mHandleIn; + + // Parameters for Open + const char *mName; + unsigned int *mFileSize; + void **mHandleOut; + + // Parameters for Read + void *mBuffer; + unsigned int mSizeBytes; + unsigned int *mBytesRead; + + // Parameter for Seek + unsigned int mSeekPosition; + + Command mCommand; + FMOD_RESULT mResult; + + int mReferenceCount; + FRunnableThread *mThread; + FEvent *mCommandReadyEvent; + FEvent *mCommandCompleteEvent; + + FCriticalSection mCrit; +}; + +static FFMODFileSystem gFileSystem; + +FMOD_RESULT F_CALLBACK FFMODFileSystem::OpenCallback(const char *name, unsigned int *filesize, void **handle, void * /*userdata*/) +{ + FScopeLock lock(&gFileSystem.mCrit); + gFileSystem.mName = name; + gFileSystem.mFileSize = filesize; + gFileSystem.mHandleOut = handle; + + return gFileSystem.RunCommand(COMMAND_OPEN); +} + +FMOD_RESULT FFMODFileSystem::OpenInternal(const char *name, unsigned int *filesize, void **handle) +{ + if (name) + { + FArchive *Archive = IFileManager::Get().CreateFileReader(UTF8_TO_TCHAR(name)); + UE_LOG(LogFMOD, Verbose, TEXT("FFMODFileSystem::OpenInternal opening '%s' returned archive %p"), UTF8_TO_TCHAR(name), Archive); + if (!Archive) + { + return FMOD_ERR_FILE_NOTFOUND; + } + *filesize = Archive->TotalSize(); + *handle = Archive; + UE_LOG(LogFMOD, Verbose, TEXT(" TotalSize = %d"), *filesize); + } + + return FMOD_OK; +} + +FMOD_RESULT F_CALLBACK FFMODFileSystem::CloseCallback(void *handle, void * /*userdata*/) +{ + FScopeLock lock(&gFileSystem.mCrit); + gFileSystem.mHandleIn = handle; + + return gFileSystem.RunCommand(COMMAND_CLOSE); +} + +FMOD_RESULT FFMODFileSystem::CloseInternal(void *handle) +{ + if (!handle) + { + return FMOD_ERR_INVALID_PARAM; + } + + FArchive *Archive = (FArchive *)handle; + UE_LOG(LogFMOD, Verbose, TEXT("FFMODFileSystem::CloseCallback closing archive %p"), Archive); + delete Archive; + + return FMOD_OK; +} + +FMOD_RESULT F_CALLBACK FFMODFileSystem::ReadCallback(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void * /*userdata*/) +{ + FScopeLock lock(&gFileSystem.mCrit); + gFileSystem.mHandleIn = handle; + gFileSystem.mBuffer = buffer; + gFileSystem.mSizeBytes = sizebytes; + gFileSystem.mBytesRead = bytesread; + + return gFileSystem.RunCommand(COMMAND_READ); +} + +FMOD_RESULT FFMODFileSystem::ReadInternal(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread) +{ + if (!handle) + { + return FMOD_ERR_INVALID_PARAM; + } + + if (bytesread) + { + FArchive *Archive = (FArchive *)handle; + + int64 BytesLeft = Archive->TotalSize() - Archive->Tell(); + int64 ReadAmount = FMath::Min((int64)sizebytes, BytesLeft); + + Archive->Serialize(buffer, ReadAmount); + *bytesread = (unsigned int)ReadAmount; + if (ReadAmount < (int64)sizebytes) + { + UE_LOG(LogFMOD, Verbose, TEXT(" -> EOF ")); + return FMOD_ERR_FILE_EOF; + } + } + + return FMOD_OK; +} + +FMOD_RESULT F_CALLBACK FFMODFileSystem::SeekCallback(void *handle, unsigned int pos, void * /*userdata*/) +{ + FScopeLock lock(&gFileSystem.mCrit); + gFileSystem.mHandleIn = handle; + gFileSystem.mSeekPosition = pos; + + return gFileSystem.RunCommand(COMMAND_SEEK); +} + +FMOD_RESULT FFMODFileSystem::SeekInternal(void *handle, unsigned int pos) +{ + if (!handle) + { + return FMOD_ERR_INVALID_PARAM; + } + + FArchive *Archive = (FArchive *)handle; + Archive->Seek(pos); + + return FMOD_OK; +} + +void AcquireFMODFileSystem() +{ + gFileSystem.IncrementReferenceCount(); +} + +void ReleaseFMODFileSystem() +{ + gFileSystem.DecrementReferenceCount(); +} + +void AttachFMODFileSystem(FMOD::System *system, int32 fileBufferSize) +{ + gFileSystem.Attach(system, fileBufferSize); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODFileCallbacks.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODFileCallbacks.h new file mode 100644 index 00000000..849dd91b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODFileCallbacks.h @@ -0,0 +1,13 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "fmod.hpp" +#include "GenericPlatform/GenericPlatform.h" + +FMOD_RESULT F_CALLBACK FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file, int line, const char *func, const char *message); +FMOD_RESULT F_CALLBACK FMODErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void *userdata); + +void AcquireFMODFileSystem(); +void ReleaseFMODFileSystem(); +void AttachFMODFileSystem(FMOD::System *system, FGenericPlatformTypes::int32 fileBufferSize); diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODListener.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODListener.cpp new file mode 100644 index 00000000..643e4242 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODListener.cpp @@ -0,0 +1,86 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODListener.h" +#include "Misc/App.h" +#include "AudioDefines.h" +#include "Sound/AudioVolume.h" + +float FFMODListener::Interpolate(const double EndTime) +{ + if (FApp::GetCurrentTime() < InteriorStartTime) + { + return (0.0f); + } + + if (FApp::GetCurrentTime() >= EndTime) + { + return (1.0f); + } + + float InterpValue = (float)((FApp::GetCurrentTime() - InteriorStartTime) / (EndTime - InteriorStartTime)); + return (InterpValue); +} + +void FFMODListener::UpdateCurrentInteriorSettings() +{ + // Store the interpolation value, not the actual value + InteriorVolumeInterp = Interpolate(InteriorEndTime); + ExteriorVolumeInterp = Interpolate(ExteriorEndTime); + InteriorLPFInterp = Interpolate(InteriorLPFEndTime); + ExteriorLPFInterp = Interpolate(ExteriorLPFEndTime); +} + +void FFMODListener::ApplyInteriorSettings(class AAudioVolume *InVolume, const FInteriorSettings &Settings) +{ + if (InteriorSettings != Settings) + { + // Use previous/ current interpolation time if we're transitioning to the default worldsettings zone. + InteriorStartTime = FApp::GetCurrentTime(); + InteriorEndTime = InteriorStartTime + (Settings.bIsWorldSettings ? InteriorSettings.InteriorTime : Settings.InteriorTime); + ExteriorEndTime = InteriorStartTime + (Settings.bIsWorldSettings ? InteriorSettings.ExteriorTime : Settings.ExteriorTime); + InteriorLPFEndTime = InteriorStartTime + (Settings.bIsWorldSettings ? InteriorSettings.InteriorLPFTime : Settings.InteriorLPFTime); + ExteriorLPFEndTime = InteriorStartTime + (Settings.bIsWorldSettings ? InteriorSettings.ExteriorLPFTime : Settings.ExteriorLPFTime); + + InteriorSettings = Settings; + } + Volume = InVolume; +} + +FFMODInteriorSettings::FFMODInteriorSettings() + : bIsWorldSettings(false) + , ExteriorVolume(1.0f) + , ExteriorTime(0.5f) + , ExteriorLPF(MAX_FILTER_FREQUENCY) + , ExteriorLPFTime(0.5f) + , InteriorVolume(1.0f) + , InteriorTime(0.5f) + , InteriorLPF(MAX_FILTER_FREQUENCY) + , InteriorLPFTime(0.5f) +{ +} + +bool FFMODInteriorSettings::operator==(const FInteriorSettings &Other) const +{ + return (this->bIsWorldSettings == Other.bIsWorldSettings) && (this->ExteriorVolume == Other.ExteriorVolume) && + (this->ExteriorTime == Other.ExteriorTime) && (this->ExteriorLPF == Other.ExteriorLPF) && + (this->ExteriorLPFTime == Other.ExteriorLPFTime) && (this->InteriorVolume == Other.InteriorVolume) && + (this->InteriorTime == Other.InteriorTime) && (this->InteriorLPF == Other.InteriorLPF) && (this->InteriorLPFTime == Other.InteriorLPFTime); +} +bool FFMODInteriorSettings::operator!=(const FInteriorSettings &Other) const +{ + return !(*this == Other); +} + +FFMODInteriorSettings &FFMODInteriorSettings::operator=(FInteriorSettings Other) +{ + bIsWorldSettings = Other.bIsWorldSettings; + ExteriorVolume = Other.ExteriorVolume; + ExteriorTime = Other.ExteriorTime; + ExteriorLPF = Other.ExteriorLPF; + ExteriorLPFTime = Other.ExteriorLPFTime; + InteriorVolume = Other.InteriorVolume; + InteriorTime = Other.InteriorTime; + InteriorLPF = Other.InteriorLPF; + InteriorLPFTime = Other.InteriorLPFTime; + return *this; +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODListener.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODListener.h new file mode 100644 index 00000000..e5ce33d7 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODListener.h @@ -0,0 +1,85 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "GenericPlatform/GenericPlatform.h" +#include "UObject/Object.h" +#include "Math/Vector.h" + +struct FInteriorSettings; + +/** Struct encapsulating settings for interior areas. */ +struct FFMODInteriorSettings +{ + uint32 bIsWorldSettings : 1; + float ExteriorVolume; + float ExteriorTime; + float ExteriorLPF; + float ExteriorLPFTime; + float InteriorVolume; + float InteriorTime; + float InteriorLPF; + float InteriorLPFTime; + + FFMODInteriorSettings(); + bool operator==(const FInteriorSettings &Other) const; + bool operator!=(const FInteriorSettings &Other) const; + FFMODInteriorSettings &operator=(FInteriorSettings Other); +}; + +/** A direct copy of FListener (which doesn't have external linkage, unfortunately) **/ +struct FFMODListener +{ + FTransform Transform; + FVector Velocity; + + struct FFMODInteriorSettings InteriorSettings; + /** The volume the listener resides in */ + class AAudioVolume *Volume; + + /** The times of interior volumes fading in and out */ + double InteriorStartTime; + double InteriorEndTime; + double ExteriorEndTime; + double InteriorLPFEndTime; + double ExteriorLPFEndTime; + float InteriorVolumeInterp; + float InteriorLPFInterp; + float ExteriorVolumeInterp; + float ExteriorLPFInterp; + + FVector GetUp() const { return Transform.GetUnitAxis(EAxis::Z); } + FVector GetFront() const { return Transform.GetUnitAxis(EAxis::Y); } + FVector GetRight() const { return Transform.GetUnitAxis(EAxis::X); } + + /** + * Works out the interp value between source and end + */ + float Interpolate(const double EndTime); + + /** + * Gets the current state of the interior settings for the listener + */ + void UpdateCurrentInteriorSettings(); + + /** + * Apply the interior settings to ambient sounds + */ + void ApplyInteriorSettings(class AAudioVolume *Volume, const FInteriorSettings &Settings); + + FFMODListener() + : Transform(FTransform::Identity) + , Velocity(ForceInit) + , Volume(NULL) + , InteriorStartTime(0.0) + , InteriorEndTime(0.0) + , ExteriorEndTime(0.0) + , InteriorLPFEndTime(0.0) + , ExteriorLPFEndTime(0.0) + , InteriorVolumeInterp(0.f) + , InteriorLPFInterp(0.f) + , ExteriorVolumeInterp(0.f) + , ExteriorLPFInterp(0.f) + { + } +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODPlatform.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODPlatform.h new file mode 100644 index 00000000..095cf597 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODPlatform.h @@ -0,0 +1,22 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. +#pragma once + +#include "Containers/UnrealString.h" +#include "fmod_common.h" +#include "FMODSettings.h" + +FString FMODPlatform_GetDllPath(const TCHAR *ShortName, bool bExplicitPath, bool bUseLibPrefix); + +EFMODPlatforms::Type FMODPlatform_CurrentPlatform(); + +FString FMODPlatform_PlatformName(); + +void FMODPlatform_SetRealChannelCount(FMOD_ADVANCEDSETTINGS* advSettings); + +int FMODPlatform_MemoryPoolSize(); + +#ifdef FMOD_PLATFORM_LOAD_DLL +void* FMODPlatformLoadDll(const TCHAR* LibToLoad); +#endif + +FMOD_RESULT FMODPlatformSystemSetup(); \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODPort.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODPort.cpp new file mode 100644 index 00000000..a3a81963 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODPort.cpp @@ -0,0 +1,20 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODPort.h" +#include "FMODStudioModule.h" + +UFMODPort::UFMODPort(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +/** Get tags to show in content view */ +void UFMODPort::GetAssetRegistryTags(TArray &OutTags) const +{ + Super::GetAssetRegistryTags(OutTags); +} + +FString UFMODPort::GetDesc() +{ + return FString::Printf(TEXT("Port %s"), *AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSettings.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSettings.cpp new file mode 100644 index 00000000..7fd23378 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSettings.cpp @@ -0,0 +1,300 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODSettings.h" +#include "Misc/Paths.h" + +#if WITH_EDITOR +#include "Settings/ProjectPackagingSettings.h" +#include +#endif + +#ifdef FMOD_PLATFORM_HEADER +#include "FMODPlatform.h" +#endif + +////////////////////////////////////////////////////////////////////////// +// UPaperRuntimeSettings + +inline EFMODPlatforms::Type CurrentPlatform() +{ + EFMODPlatforms::Type platform; +#if defined(FMOD_PLATFORM_HEADER) + platform = FMODPlatform_CurrentPlatform(); +#elif WITH_EDITOR + platform = EFMODPlatforms::Editor; +#elif PLATFORM_WINDOWS + platform = EFMODPlatforms::Windows; +#elif PLATFORM_LINUX + platform = EFMODPlatforms::Linux; +#elif PLATFORM_MAC + platform = EFMODPlatforms::Mac; +#elif PLATFORM_ANDROID + platform = EFMODPlatforms::Android; +#elif PLATFORM_IOS || PLATFORM_TVOS + platform = EFMODPlatforms::IOS; +#endif + return platform; +} + +UFMODSettings::UFMODSettings(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) + , bLoadAllBanks(true) + , bLoadAllSampleData(false) + , bEnableLiveUpdate(true) + , bEnableEditorLiveUpdate(false) + , OutputFormat(EFMODSpeakerMode::Surround_5_1) + , OutputType(EFMODOutput::TYPE_AUTODETECT) + , Vol0VirtualLevel(0.001f) + , SampleRate(0) + , bMatchHardwareSampleRate(true) + , RealChannelCount(64) + , TotalChannelCount(512) + , DSPBufferLength(0) + , DSPBufferCount(0) + , FileBufferSize(2048) + , StudioUpdatePeriod(0) + , bLockAllBuses(false) + , LiveUpdatePort(9264) + , EditorLiveUpdatePort(9265) + , ReloadBanksDelay(5) + , bEnableAPIErrorLogging(false) + , bEnableMemoryTracking(false) + , ContentBrowserPrefix(TEXT("/Game/FMOD/")) + , MasterBankName(TEXT("Master")) + , LoggingLevel(LEVEL_WARNING) + , bFMODAudioLinkEnabled(false) +{ + BankOutputDirectory.Path = TEXT("FMOD"); +} + +FString UFMODSettings::GetFullBankPath() const +{ + FString FullPath = BankOutputDirectory.Path; + if (FPaths::IsRelative(FullPath)) + { + FullPath = FPaths::ProjectContentDir() / FullPath; + } + + if (ForcePlatformName == TEXT(".")) + { + // Leave path without subdirectory + } + else if (!ForcePlatformName.IsEmpty()) + { + FullPath = FullPath / ForcePlatformName; + } + else + { +#ifdef FMOD_PLATFORM_HEADER + FString PlatformName = FMODPlatform_PlatformName(); +#elif PLATFORM_IOS || PLATFORM_TVOS || PLATFORM_ANDROID + FString PlatformName = "Mobile"; +#else + FString PlatformName = "Desktop"; +#endif + FullPath = FullPath / PlatformName; + } + return FullPath; +} + +FString UFMODSettings::GetMasterBankFilename() const +{ + return MasterBankName + TEXT(".bank"); +} + +FString UFMODSettings::GetMasterAssetsBankFilename() const +{ + return MasterBankName + TEXT(".assets.bank"); +} + +FString UFMODSettings::GetMasterStringsBankFilename() const +{ + return MasterBankName + TEXT(".strings.bank"); +} + +FString UFMODSettings::GetFullContentPath() const +{ + return ContentBrowserPrefix; +} + +#if WITH_EDITOR +FString UFMODSettings::GetDesktopBankPath() const +{ + FString Path = BankOutputDirectory.Path; + + if (ForcePlatformName.IsEmpty()) + { + Path = Path / "Desktop"; + } + else if (ForcePlatformName != TEXT(".")) + { + Path = Path / ForcePlatformName; + } + + return Path; +} + +UFMODSettings::EProblem UFMODSettings::Check() const +{ + if (!IsBankPathSet()) + { + return BankPathNotSet; + } + + // Check packaging settings to ensure that only the correct bank output directory for desktop (or forced platform) banks is set-up for staging + FString DesktopBankPath = GetDesktopBankPath(); + UProjectPackagingSettings* PackagingSettings = Cast(UProjectPackagingSettings::StaticClass()->GetDefaultObject()); + bool bCorrectPathAdded = false; + bool bOtherPathsAdded = false; + bool bAssetsToCookAdded = false; + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.Num(); ++i) + { + if (PackagingSettings->DirectoriesToAlwaysStageAsNonUFS[i].Path.StartsWith(BankOutputDirectory.Path)) + { + if (PackagingSettings->DirectoriesToAlwaysStageAsNonUFS[i].Path == DesktopBankPath) + { + bCorrectPathAdded = true; + } + else + { + bOtherPathsAdded = true; + } + } + } + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysStageAsUFS.Num(); ++i) + { + if (PackagingSettings->DirectoriesToAlwaysStageAsUFS[i].Path.StartsWith(BankOutputDirectory.Path)) + { + bOtherPathsAdded = true; + break; + } + } + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysCook.Num(); ++i) + { + if (PackagingSettings->DirectoriesToAlwaysCook[i].Path.StartsWith(GetFullContentPath())) + { + bAssetsToCookAdded = true; + break; + } + } + + if (!bCorrectPathAdded || bOtherPathsAdded || !bAssetsToCookAdded) + { + return PackagingSettingsBad; + } + + return Okay; +} + +void UFMODSettings::PostEditChangeProperty(FPropertyChangedEvent& e) +{ + FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None; + // Validate ContentBrowserPrefix, as Unreal can crash if the prefix is improperly configured + if (PropertyName == GET_MEMBER_NAME_CHECKED(UFMODSettings, ContentBrowserPrefix)) + { + FStrProperty* prop = CastField(e.Property); + void* propertyAddress = e.Property->ContainerPtrToValuePtr(this); + FString contentBrowserPrefix = prop->GetPropertyValue(propertyAddress); + + // Check for empty prefix + if (contentBrowserPrefix.IsEmpty()) { + contentBrowserPrefix = "/"; + } + else { + + // FName's max length is 1023, but FMOD needs to append additional directories + // 512 is an arbitary length that should cover most prefix lengths + const int ContentBrowserPrefixMaxLength = 512; + + // Ensure that length doesn't exceed max prefix length + if (contentBrowserPrefix.Len() > ContentBrowserPrefixMaxLength) { + contentBrowserPrefix.LeftChopInline(ContentBrowserPrefixMaxLength); + } + + // Remove invalid long package characters + contentBrowserPrefix = ObjectTools::SanitizeInvalidChars(contentBrowserPrefix, INVALID_LONGPACKAGE_CHARACTERS); + + // Remove double slashes + int32 index = contentBrowserPrefix.Find(FString("//")); + while (index != INDEX_NONE) { + contentBrowserPrefix.RemoveAt(index); + index = contentBrowserPrefix.Find(FString("//")); + } + + // Check for starting and ending with slash + if (!contentBrowserPrefix.StartsWith("/")) { + contentBrowserPrefix = "/" + contentBrowserPrefix; + } + if (!contentBrowserPrefix.EndsWith("/")) { + contentBrowserPrefix += "/"; + } + } + + prop->SetPropertyValue(propertyAddress, contentBrowserPrefix); + + } + Super::PostEditChangeProperty(e); +} +#endif // WITH_EDITOR + +EFMODSpeakerMode::Type UFMODSettings::GetSpeakerMode() const +{ + return Platforms.Contains(CurrentPlatform()) ? Platforms.Find(CurrentPlatform())->SpeakerMode : OutputFormat; +} + +EFMODOutput::Type UFMODSettings::GetOutputType() const +{ + return Platforms.Contains(CurrentPlatform()) ? Platforms.Find(CurrentPlatform())->OutputType : OutputType; +} + +int32 UFMODSettings::GetSampleRate() const +{ + return Platforms.Contains(CurrentPlatform()) ? Platforms.Find(CurrentPlatform())->SampleRate : SampleRate; +} + +int32 UFMODSettings::GetMemoryPoolSize() const +{ + return (Platforms.Contains(CurrentPlatform()) ? Platforms.Find(CurrentPlatform())->CustomPoolSize : 0); +} + +int32 UFMODSettings::GetRealChannelCount() const +{ + return Platforms.Contains(CurrentPlatform()) ? Platforms.Find(CurrentPlatform())->RealChannelCount : RealChannelCount; +} + +bool UFMODSettings::SetCodecs(FMOD_ADVANCEDSETTINGS& advSettings) const +{ + const FFMODPlatformSettings* platform = Platforms.Find(CurrentPlatform()); + if (platform == nullptr) + { + return false; + } + TMap, int32> codecList = platform->Codecs; + + for (const TPair, int32>& pair : codecList) + { + switch (pair.Key) + { + case EFMODCodec::XMA: + advSettings.maxXMACodecs = pair.Value; + break; + case EFMODCodec::AT9: + advSettings.maxAT9Codecs = pair.Value; + break; + case EFMODCodec::FADPCM: + advSettings.maxFADPCMCodecs = pair.Value; + break; + case EFMODCodec::OPUS: + advSettings.maxOpusCodecs = pair.Value; + break; + case EFMODCodec::VORBIS: + default: + advSettings.maxVorbisCodecs = pair.Value; + break; + } + } + return true; +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSnapshot.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSnapshot.cpp new file mode 100644 index 00000000..057b72d5 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSnapshot.cpp @@ -0,0 +1,14 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODSnapshot.h" +#include "FMODStudioModule.h" + +UFMODSnapshot::UFMODSnapshot(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +FString UFMODSnapshot::GetDesc() +{ + return FString::Printf(TEXT("Snapshot %s"), *AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSnapshotReverb.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSnapshotReverb.cpp new file mode 100644 index 00000000..6cbf27d8 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODSnapshotReverb.cpp @@ -0,0 +1,19 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODSnapshotReverb.h" + +UFMODSnapshotReverb::UFMODSnapshotReverb(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +bool UFMODSnapshotReverb::IsAsset() const +{ + return this != GetClass()->GetDefaultObject(); +} + +#if WITH_EDITORONLY_DATA +void UFMODSnapshotReverb::PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) +{ +} +#endif // EDITORONLY_DATA \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioModule.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioModule.cpp new file mode 100644 index 00000000..6f8f3a53 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioModule.cpp @@ -0,0 +1,1691 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODStudioModule.h" +#include "FMODSettings.h" +#include "FMODAudioComponent.h" +#include "FMODBlueprintStatics.h" +#include "FMODAssetTable.h" +#include "FMODFileCallbacks.h" +#include "FMODUtils.h" +#include "FMODEvent.h" +#include "FMODListener.h" +#include "FMODSnapshotReverb.h" + +#include "FMODAudioLinkModule.h" +#if WITH_EDITOR +#include "FMODAudioLinkEditorModule.h" +#endif + +#include "Async/Async.h" +#include "Interfaces/IPluginManager.h" +#include "Misc/App.h" +#include "Misc/CommandLine.h" +#include "Misc/CoreDelegates.h" +#include "Engine/Engine.h" +#include "Engine/LocalPlayer.h" +#include "Engine/GameViewportClient.h" +#include "GameFramework/PlayerController.h" +#include "Containers/Ticker.h" +#include "Misc/Paths.h" +#include "Runtime/Media/Public/IMediaClock.h" +#include "Runtime/Media/Public/IMediaClockSink.h" +#include "Runtime/Media/Public/IMediaModule.h" +#include "TimerManager.h" + +#include "fmod_studio.hpp" +#include "fmod_errors.h" +#include "FMODStudioPrivatePCH.h" + +#include + +#ifdef FMOD_PLATFORM_HEADER +#include "FMODPlatform.h" +#endif + +#if PLATFORM_IOS || PLATFORM_TVOS +#include +#endif + +#define LOCTEXT_NAMESPACE "FMODStudio" + +DEFINE_LOG_CATEGORY(LogFMOD); + +DECLARE_STATS_GROUP(TEXT("FMOD"), STATGROUP_FMOD, STATCAT_Advanced); +DECLARE_FLOAT_COUNTER_STAT(TEXT("FMOD CPU - Mixer"), STAT_FMOD_CPUMixer, STATGROUP_FMOD); +DECLARE_FLOAT_COUNTER_STAT(TEXT("FMOD CPU - Studio"), STAT_FMOD_CPUStudio, STATGROUP_FMOD); +DECLARE_MEMORY_STAT(TEXT("FMOD Memory - Current"), STAT_FMOD_Current_Memory, STATGROUP_FMOD); +DECLARE_MEMORY_STAT(TEXT("FMOD Memory - Max"), STAT_FMOD_Max_Memory, STATGROUP_FMOD); +DECLARE_DWORD_COUNTER_STAT(TEXT("FMOD Channels - Total"), STAT_FMOD_Total_Channels, STATGROUP_FMOD); +DECLARE_DWORD_COUNTER_STAT(TEXT("FMOD Channels - Real"), STAT_FMOD_Real_Channels, STATGROUP_FMOD); + +const TCHAR *FMODSystemContextNames[EFMODSystemContext::Max] = { + TEXT("Auditioning"), TEXT("Runtime"), TEXT("Editor"), +}; + +void *F_CALLBACK FMODMemoryAlloc(unsigned int size, FMOD_MEMORY_TYPE type, const char *sourcestr) +{ + return FMemory::Malloc(size); +} +void *F_CALLBACK FMODMemoryRealloc(void *ptr, unsigned int size, FMOD_MEMORY_TYPE type, const char *sourcestr) +{ + return FMemory::Realloc(ptr, size); +} +void F_CALLBACK FMODMemoryFree(void *ptr, FMOD_MEMORY_TYPE type, const char *sourcestr) +{ + FMemory::Free(ptr); +} + +struct FFMODSnapshotEntry +{ + FFMODSnapshotEntry(UFMODSnapshotReverb *InSnapshot = nullptr, FMOD::Studio::EventInstance *InInstance = nullptr) + : Snapshot(InSnapshot) + , Instance(InInstance) + , StartTime(0.0) + , FadeDuration(0.0f) + , FadeIntensityStart(0.0f) + , FadeIntensityEnd(0.0f) + { + } + + float CurrentIntensity() const + { + double CurrentTime = FApp::GetCurrentTime(); + if (StartTime + FadeDuration <= CurrentTime) + { + return FadeIntensityEnd; + } + else + { + float Factor = (CurrentTime - StartTime) / FadeDuration; + return FMath::Lerp(FadeIntensityStart, FadeIntensityEnd, Factor); + } + } + + void FadeTo(float Target, float Duration) + { + float StartIntensity = CurrentIntensity(); + + StartTime = FApp::GetCurrentTime(); + FadeDuration = Duration; + FadeIntensityStart = StartIntensity; + FadeIntensityEnd = Target; + } + + UFMODSnapshotReverb *Snapshot; + FMOD::Studio::EventInstance *Instance; + double StartTime; + float FadeDuration; + float FadeIntensityStart; + float FadeIntensityEnd; +}; + +class FFMODStudioSystemClockSink : public IMediaClockSink +{ +public: + DECLARE_DELEGATE(FUpdateListenerPosition); + + FFMODStudioSystemClockSink(FMOD::Studio::System *SystemIn) + : System(SystemIn) + , LastResult(FMOD_OK) + { + } + + virtual void TickRender(FTimespan DeltaTime, FTimespan Timecode) override + { + if (System) + { + if (UpdateListenerPosition.IsBound()) + { + UpdateListenerPosition.Execute(); + } + + LastResult = System->update(); + } + } + + void SetUpdateListenerPositionDelegate(FUpdateListenerPosition UpdateListenerPositionIn) { UpdateListenerPosition = UpdateListenerPositionIn; } + + void OnDestroyStudioSystem() { System = nullptr; } + + FMOD::Studio::System *System; + FMOD_RESULT LastResult; + FUpdateListenerPosition UpdateListenerPosition; +}; + +class FFMODStudioModule : public IFMODStudioModule +{ + TUniquePtr FMODAudioLinkModule; +#if WITH_EDITOR + TUniquePtr FMODAudioLinkEditorModule; +#endif +public: + /** IModuleInterface implementation */ + FFMODStudioModule() + : AuditioningInstance(nullptr) + , ListenerCount(1) + , bSimulating(false) + , bIsInPIE(false) + , bUseSound(true) + , bListenerMoved(true) + , bAllowLiveUpdate(true) + , bBanksLoaded(false) + , LowLevelLibHandle(nullptr) + , StudioLibHandle(nullptr) + , bMixerPaused(false) + , MemPool(nullptr) + { + for (int i = 0; i < EFMODSystemContext::Max; ++i) + { + StudioSystem[i] = nullptr; + } + } + + void HandleApplicationWillDeactivate() + { + AsyncTask(ENamedThreads::GameThread, [&]() { SetSystemPaused(true); }); + } + + void HandleApplicationHasReactivated() + { + AsyncTask(ENamedThreads::GameThread, [&]() { SetSystemPaused(false); }); + } + + virtual void StartupModule() override; + virtual void ShutdownModule() override; + + FString GetDllPath(const TCHAR *ShortName, bool bExplicitPath, bool bUseLibPrefix); + void *LoadDll(const TCHAR *ShortName); + + bool LoadLibraries(); + + void LoadBanks(EFMODSystemContext::Type Type); + void UnloadBanks(EFMODSystemContext::Type Type); + +#if WITH_EDITOR + FSimpleMulticastDelegate PreEndPIEDelegate; + FSimpleMulticastDelegate &PreEndPIEEvent() override { return PreEndPIEDelegate; }; + virtual void PreEndPIE() override; + void ReloadBanks(); + void LoadEditorBanks(); + void UnloadEditorBanks(); +#endif + + void CreateStudioSystem(EFMODSystemContext::Type Type); + void DestroyStudioSystem(EFMODSystemContext::Type Type); + + bool Tick(float DeltaTime); + + void UpdateListeners(); + void UpdateWorldListeners(UWorld *World, int *ListenerIndex); + + virtual FMOD::Studio::System *GetStudioSystem(EFMODSystemContext::Type Context) override; + virtual FMOD::Studio::EventDescription *GetEventDescription(const UFMODEvent *Event, EFMODSystemContext::Type Type) override; + virtual FMOD::Studio::EventInstance *CreateAuditioningInstance(const UFMODEvent *Event) override; + virtual void StopAuditioningInstance() override; + + virtual void SetListenerPosition(int ListenerIndex, UWorld *World, const FTransform &ListenerTransform, float DeltaSeconds) override; + virtual void FinishSetListenerPosition(int ListenerCount) override; + + virtual const FFMODListener &GetNearestListener(const FVector &Location) override; + + virtual bool HasListenerMoved() override; + + virtual void SetSystemPaused(bool paused) override; + + virtual void SetInPIE(bool bInPIE, bool simulating) override; + + virtual UFMODAsset *FindAssetByName(const FString &Name) override; + virtual UFMODEvent *FindEventByName(const FString &Name) override; + virtual FString GetBankPath(const UFMODBank &Bank) override; + virtual void GetAllBankPaths(TArray &Paths, bool IncludeMasterBank) const override; + + virtual TArray GetFailedBankLoads(EFMODSystemContext::Type Context) override { return FailedBankLoads[Context]; } + + virtual TArray GetRequiredPlugins() override { return RequiredPlugins; } + + virtual void AddRequiredPlugin(const FString &Plugin) + { + if (!RequiredPlugins.Contains(Plugin)) + { + RequiredPlugins.Add(Plugin); + } + } + + virtual bool UseSound() override { return bUseSound; } + + virtual bool LoadPlugin(EFMODSystemContext::Type Context, const TCHAR *ShortName) override; + + virtual void LogError(int result, const char *function) override; + + virtual bool AreBanksLoaded() override; + + virtual bool SetLocale(const FString& Locale) override; + + virtual FString GetLocale() override; + + virtual FString GetDefaultLocale() override; + + void ResetInterpolation(); + +#if PLATFORM_IOS || PLATFORM_TVOS + void InitializeAudioSession(); +#endif + + /** The studio system handle. */ + FMOD::Studio::System *StudioSystem[EFMODSystemContext::Max]; + FMOD::Studio::EventInstance *AuditioningInstance; + + /** The delegate to be invoked when this profiler manager ticks. */ + FTickerDelegate OnTick; + + /** IMediaClockSink wrappers for Studio Systems */ + TSharedPtr ClockSinks[EFMODSystemContext::Max]; + + /** Handle for registered TickDelegate. */ + FTSTicker::FDelegateHandle TickDelegateHandle; + + /** Table of assets with name and guid */ + FFMODAssetTable AssetTable; + + /** List of failed bank files */ + TArray FailedBankLoads[EFMODSystemContext::Max]; + + /** List of required plugins we found when loading banks. */ + TArray RequiredPlugins; + +/** Listener information */ +#if FMOD_VERSION >= 0x00010600 + static const int MAX_LISTENERS = FMOD_MAX_LISTENERS; +#else + static const int MAX_LISTENERS = 1; +#endif + FFMODListener Listeners[MAX_LISTENERS]; + int ListenerCount; + + /** Current snapshot applied via reverb zones*/ + TArray ReverbSnapshots; + + /** True if simulating */ + bool bSimulating; + + /** True if in PIE */ + bool bIsInPIE; + + /** True if we want sound enabled */ + bool bUseSound; + + /** True if we the listener has moved and may have changed audio settings*/ + bool bListenerMoved; + + /** True if we allow live update */ + bool bAllowLiveUpdate; + + bool bBanksLoaded; + + /** Dynamic library */ + FString BaseLibPath; + void *LowLevelLibHandle; + void *StudioLibHandle; + + /** True if the mixer has been paused by application deactivation */ + std::atomic bMixerPaused; + + /** You can also supply a pool of memory for FMOD to work with and it will do so with no extra calls to malloc or free. */ + void *MemPool; + + bool bLoadAllSampleData; +}; + +IMPLEMENT_MODULE(FFMODStudioModule, FMODStudio) + +void FFMODStudioModule::LogError(int result, const char *function) +{ + FString ErrorStr(ANSI_TO_TCHAR(FMOD_ErrorString((FMOD_RESULT)result))); + FString FunctionStr(ANSI_TO_TCHAR(function)); + UE_LOG(LogFMOD, Error, TEXT("'%s' returned '%s'"), *FunctionStr, *ErrorStr); +} + +bool FFMODStudioModule::LoadPlugin(EFMODSystemContext::Type Context, const TCHAR *ShortName) +{ + UE_LOG(LogFMOD, Log, TEXT("Loading plugin '%s'"), ShortName); + + static const int ATTEMPT_COUNT = 2; + static const TCHAR *AttemptPrefixes[ATTEMPT_COUNT] = { + TEXT(""), + TEXT("64") + }; + + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem[Context]->getCoreSystem(&LowLevelSystem)); + + FMOD_RESULT PluginLoadResult; + + for (int useLib = 0; useLib < 2; ++useLib) + { + for (int attempt = 0; attempt < 2; ++attempt) + { + // Try to load combinations of suffix and lib prefix for relevant platforms + FString AttemptName = FString(ShortName) + AttemptPrefixes[attempt]; + FString PluginPath = GetDllPath(*AttemptName, true, useLib != 0); + + UE_LOG(LogFMOD, Log, TEXT("Trying to load plugin file at location: %s"), *PluginPath); + + unsigned int Handle = 0; + PluginLoadResult = LowLevelSystem->loadPlugin(TCHAR_TO_UTF8(*PluginPath), &Handle, 0); + if (PluginLoadResult == FMOD_OK) + { + UE_LOG(LogFMOD, Log, TEXT("Loaded plugin %s"), ShortName); + return true; + } + } + } + UE_LOG(LogFMOD, Error, TEXT("Failed to load plugin '%s', sounds may not play"), ShortName); + return false; +} + +void *FFMODStudioModule::LoadDll(const TCHAR *ShortName) +{ + FString LibPath = GetDllPath(ShortName, false, true); + + void *Handle = nullptr; + UE_LOG(LogFMOD, Log, TEXT("FFMODStudioModule::LoadDll: Loading %s"), *LibPath); + // Unfortunately Unreal's platform loading code hasn't been implemented on all platforms so we wrap it +#ifdef FMOD_PLATFORM_LOAD_DLL + Handle = FMODPlatformLoadDll(*LibPath); +#else + Handle = FPlatformProcess::GetDllHandle(*LibPath); +#endif + +#if WITH_EDITOR + if (!Handle && !FApp::IsUnattended()) + { + FString Message = TEXT("Couldn't load FMOD DLL ") + LibPath; + FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *Message, TEXT("Error")); + } +#endif + if (!Handle) + { + UE_LOG(LogFMOD, Error, TEXT("Failed to load FMOD DLL '%s', FMOD sounds will not play!"), *LibPath); + } + return Handle; +} + +FString FFMODStudioModule::GetDllPath(const TCHAR *ShortName, bool bExplicitPath, bool bUseLibPrefix) +{ + const TCHAR *LibPrefixName = (bUseLibPrefix ? TEXT("lib") : TEXT("")); +#ifdef FMOD_PLATFORM_HEADER + return FMODPlatform_GetDllPath(ShortName, bExplicitPath, bUseLibPrefix); +#elif PLATFORM_MAC + return FString::Printf(TEXT("%s/Mac/%s%s.dylib"), *BaseLibPath, LibPrefixName, ShortName); +#elif PLATFORM_ANDROID + return FString::Printf(TEXT("%s%s.so"), LibPrefixName, ShortName); +#elif PLATFORM_LINUX + return FString::Printf(TEXT("%s%s.so"), LibPrefixName, ShortName); +#elif PLATFORM_WINDOWS + return FString::Printf(TEXT("%s/Win64/%s.dll"), *BaseLibPath, ShortName); +#else + UE_LOG(LogFMOD, Error, TEXT("Unsupported platform for dynamic libs")); + return ""; +#endif +} + +bool FFMODStudioModule::LoadLibraries() +{ +#if PLATFORM_IOS || PLATFORM_TVOS || PLATFORM_ANDROID || PLATFORM_LINUX || PLATFORM_MAC || defined(FMOD_DONT_LOAD_LIBRARIES) + return true; // Nothing to do on those platforms +#else + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioModule::LoadLibraries")); + +#if defined(FMODSTUDIO_LINK_DEBUG) + FString ConfigName = TEXT("D"); +#elif defined(FMODSTUDIO_LINK_LOGGING) + FString ConfigName = TEXT("L"); +#elif defined(FMODSTUDIO_LINK_RELEASE) + FString ConfigName = TEXT(""); +#else +#error FMODSTUDIO_LINK not defined +#endif + + FString LowLevelName = FString(TEXT("fmod")) + ConfigName; + FString StudioName = FString(TEXT("fmodstudio")) + ConfigName; + LowLevelLibHandle = LoadDll(*LowLevelName); + StudioLibHandle = LoadDll(*StudioName); + return (LowLevelLibHandle != nullptr && StudioLibHandle != nullptr); +#endif +} + +void FFMODStudioModule::StartupModule() +{ + UE_LOG(LogFMOD, Log, TEXT("FFMODStudioModule startup")); + BaseLibPath = IPluginManager::Get().FindPlugin(TEXT("FMODStudio"))->GetBaseDir() + TEXT("/Binaries"); + UE_LOG(LogFMOD, Log, TEXT("Lib path = '%s'"), *BaseLibPath); + + if (FParse::Param(FCommandLine::Get(), TEXT("nosound")) || FApp::IsBenchmarking() || IsRunningDedicatedServer() || IsRunningCommandlet()) + { + bUseSound = false; + UE_LOG(LogFMOD, Log, TEXT("Running in nosound mode")); + } + + if (FParse::Param(FCommandLine::Get(), TEXT("noliveupdate"))) + { + bAllowLiveUpdate = false; + } + + if (LoadLibraries()) + { + verifyfmod(FMOD::Debug_Initialize(FMOD_DEBUG_LEVEL_WARNING, FMOD_DEBUG_MODE_CALLBACK, FMODLogCallback)); + + const UFMODSettings &Settings = *GetDefault(); + + int32 size = Settings.GetMemoryPoolSize(); + + if (size == 0) + { +#if defined(FMOD_PLATFORM_HEADER) + size = FMODPlatform_MemoryPoolSize(); +#elif PLATFORM_IOS || PLATFORM_TVOS || PLATFORM_ANDROID + size = Settings.MemoryPoolSizes.Mobile; +#else + size = Settings.MemoryPoolSizes.Desktop; +#endif + } + + if (!GIsEditor && size > 0) + { + MemPool = FMemory::Malloc(size); + verifyfmod(FMOD::Memory_Initialize(MemPool, size, nullptr, nullptr, nullptr)); + } + else + { + verifyfmod(FMOD::Memory_Initialize(0, 0, FMODMemoryAlloc, FMODMemoryRealloc, FMODMemoryFree)); + } + +#if defined(FMOD_PLATFORM_HEADER) + verifyfmod(FMODPlatformSystemSetup()); +#endif + + AcquireFMODFileSystem(); + + if (GIsEditor) + { + AssetTable.Load(); + AssetTable.SetLocale(GetDefaultLocale()); + CreateStudioSystem(EFMODSystemContext::Auditioning); + CreateStudioSystem(EFMODSystemContext::Editor); + } + else + { + SetInPIE(true, false); + } + + // Load AudioLink module + bool bFMODAudioLinkEnabled = Settings.bFMODAudioLinkEnabled; + if (bFMODAudioLinkEnabled) + { + UE_LOG(LogFMOD, Log, TEXT("FFMODAudioLinkModule startup")); + FMODAudioLinkModule = MakeUnique(); +#if WITH_EDITOR + UE_LOG(LogFMOD, Log, TEXT("FFMODAudioLinkEditorModule startup")); + FMODAudioLinkEditorModule = MakeUnique(); +#endif + } + } + + OnTick = FTickerDelegate::CreateRaw(this, &FFMODStudioModule::Tick); + TickDelegateHandle = FTSTicker::GetCoreTicker().AddTicker(OnTick); +} + +inline FMOD_SPEAKERMODE ConvertSpeakerMode(EFMODSpeakerMode::Type Mode) +{ + switch (Mode) + { + case EFMODSpeakerMode::Stereo: + return FMOD_SPEAKERMODE_STEREO; + case EFMODSpeakerMode::Surround_5_1: + return FMOD_SPEAKERMODE_5POINT1; + case EFMODSpeakerMode::Surround_7_1: + return FMOD_SPEAKERMODE_7POINT1; + case EFMODSpeakerMode::Surround_7_1_4: + return FMOD_SPEAKERMODE_7POINT1POINT4; + default: + check(0); + return FMOD_SPEAKERMODE_DEFAULT; + }; +} + +inline FMOD_OUTPUTTYPE ConvertOutputType(EFMODOutput::Type output) +{ + switch (output) + { + case EFMODOutput::TYPE_AUTODETECT: + return FMOD_OUTPUTTYPE_AUTODETECT; + case EFMODOutput::TYPE_NOSOUND: + return FMOD_OUTPUTTYPE_NOSOUND; + case EFMODOutput::TYPE_WASAPI: + return FMOD_OUTPUTTYPE_WASAPI; + case EFMODOutput::TYPE_ASIO: + return FMOD_OUTPUTTYPE_ASIO; + case EFMODOutput::TYPE_PULSEAUDIO: + return FMOD_OUTPUTTYPE_PULSEAUDIO; + case EFMODOutput::TYPE_ALSA: + return FMOD_OUTPUTTYPE_ALSA; + case EFMODOutput::TYPE_COREAUDIO: + return FMOD_OUTPUTTYPE_COREAUDIO; + case EFMODOutput::TYPE_AUDIOTRACK: + return FMOD_OUTPUTTYPE_AUDIOTRACK; + case EFMODOutput::TYPE_OPENSL: + return FMOD_OUTPUTTYPE_OPENSL; + case EFMODOutput::TYPE_AUDIOOUT: + return FMOD_OUTPUTTYPE_AUDIOOUT; + case EFMODOutput::TYPE_AUDIO3D: + return FMOD_OUTPUTTYPE_AUDIO3D; + case EFMODOutput::TYPE_NNAUDIO: + return FMOD_OUTPUTTYPE_NNAUDIO; + case EFMODOutput::TYPE_WINSONIC: + return FMOD_OUTPUTTYPE_WINSONIC; + case EFMODOutput::TYPE_AAUDIO: + return FMOD_OUTPUTTYPE_AAUDIO; + default: + return FMOD_OUTPUTTYPE_AUTODETECT; + } +} + +void FFMODStudioModule::CreateStudioSystem(EFMODSystemContext::Type Type) +{ + DestroyStudioSystem(Type); + if (!bUseSound) + { + return; + } + + UE_LOG(LogFMOD, Verbose, TEXT("CreateStudioSystem for context %s"), FMODSystemContextNames[Type]); + + const UFMODSettings &Settings = *GetDefault(); + bLoadAllSampleData = Settings.bLoadAllSampleData; + + FMOD_STUDIO_INITFLAGS StudioInitFlags = FMOD_STUDIO_INIT_NORMAL; + FMOD_INITFLAGS InitFlags = FMOD_INIT_NORMAL; + +#if (defined(FMODSTUDIO_LINK_DEBUG) || defined(FMODSTUDIO_LINK_LOGGING)) + bool liveUpdateEnabledForType = ((Type == EFMODSystemContext::Auditioning) && Settings.bEnableEditorLiveUpdate) || + ((Type == EFMODSystemContext::Runtime) && Settings.bEnableLiveUpdate); + if (liveUpdateEnabledForType && bAllowLiveUpdate) + { + UE_LOG(LogFMOD, Verbose, TEXT("Enabling live update")); + StudioInitFlags |= FMOD_STUDIO_INIT_LIVEUPDATE; + } + + if (Settings.bEnableMemoryTracking && Type == EFMODSystemContext::Runtime) + { + StudioInitFlags |= FMOD_STUDIO_INIT_MEMORY_TRACKING; + } + +#endif + if (Type == EFMODSystemContext::Auditioning || Type == EFMODSystemContext::Editor) + { + StudioInitFlags |= FMOD_STUDIO_INIT_ALLOW_MISSING_PLUGINS; + } + + verifyfmod(FMOD::Studio::System::create(&StudioSystem[Type])); + FMOD::System *lowLevelSystem = nullptr; + verifyfmod(StudioSystem[Type]->getCoreSystem(&lowLevelSystem)); + + FTCHARToUTF8 WavWriterDestUTF8(*Settings.WavWriterPath); + void *InitData = nullptr; + FMOD_OUTPUTTYPE outputType; + if (Type == EFMODSystemContext::Runtime && Settings.WavWriterPath.Len() > 0) + { + UE_LOG(LogFMOD, Log, TEXT("Running with Wav Writer: %s"), *Settings.WavWriterPath); + outputType = FMOD_OUTPUTTYPE_WAVWRITER; + InitData = (void *)WavWriterDestUTF8.Get(); + } + else + { + outputType = ConvertOutputType(Settings.GetOutputType()); + } + verifyfmod(lowLevelSystem->setOutput(outputType)); + + int DriverIndex = 0; + if (!Settings.InitialOutputDriverName.IsEmpty()) + { + int DriverCount = 0; + verifyfmod(lowLevelSystem->getNumDrivers(&DriverCount)); + for (int id = 0; id < DriverCount; ++id) + { + char DriverNameUTF8[256] = {}; + verifyfmod(lowLevelSystem->getDriverInfo(id, DriverNameUTF8, sizeof(DriverNameUTF8), 0, 0, 0, 0)); + FString DriverName(UTF8_TO_TCHAR(DriverNameUTF8)); + UE_LOG(LogFMOD, Log, TEXT("Driver %d: %s"), id, *DriverName); + if (DriverName.Contains(Settings.InitialOutputDriverName)) + { + UE_LOG(LogFMOD, Log, TEXT("Selected driver %d"), id); + DriverIndex = id; + } + } + verifyfmod(lowLevelSystem->setDriver(DriverIndex)); + } + int SampleRate = Settings.GetSampleRate(); + + if (Settings.bMatchHardwareSampleRate) + { + int DefaultSampleRate = 0; + verifyfmod(lowLevelSystem->getSoftwareFormat(&DefaultSampleRate, 0, 0)); + int SystemSampleRate = 0; + verifyfmod(lowLevelSystem->getDriverInfo(DriverIndex, nullptr, 0, nullptr, &SystemSampleRate, nullptr, nullptr)); + UE_LOG(LogFMOD, Log, TEXT("Default sample rate = %d"), DefaultSampleRate); + UE_LOG(LogFMOD, Log, TEXT("System sample rate = %d"), SystemSampleRate); + if (DefaultSampleRate >= 44100 && DefaultSampleRate <= 48000 && SystemSampleRate >= 44100 && SystemSampleRate <= 48000) + { + UE_LOG(LogFMOD, Log, TEXT("Matching system sample rate %d"), SystemSampleRate); + SampleRate = SystemSampleRate; + } + } + + if (outputType == FMOD_OUTPUTTYPE_AUDIO3D || outputType == FMOD_OUTPUTTYPE_AUDIOOUT || outputType == FMOD_OUTPUTTYPE_WINSONIC) + { + SampleRate = 48000; + UE_LOG(LogFMOD, Log, TEXT("Overriding SampleRate to 48KHz for 3D Audio.")); + } + + FMOD_SPEAKERMODE OutputMode = ConvertSpeakerMode(Settings.GetSpeakerMode()); + + verifyfmod(lowLevelSystem->setSoftwareFormat(SampleRate, OutputMode, 0)); + verifyfmod(lowLevelSystem->setSoftwareChannels(Settings.GetRealChannelCount())); + AttachFMODFileSystem(lowLevelSystem, Settings.FileBufferSize); + + if (Settings.DSPBufferLength > 0 && Settings.DSPBufferCount > 0) + { + verifyfmod(lowLevelSystem->setDSPBufferSize(Settings.DSPBufferLength, Settings.DSPBufferCount)); + } + + FMOD_ADVANCEDSETTINGS advSettings = { 0 }; + advSettings.cbSize = sizeof(FMOD_ADVANCEDSETTINGS); + advSettings.vol0virtualvol = Settings.Vol0VirtualLevel; + + if (!Settings.SetCodecs(advSettings)) + { +#if defined(FMOD_PLATFORM_HEADER) + FMODPlatform_SetRealChannelCount(&advSettings); +#elif PLATFORM_IOS || PLATFORM_TVOS || PLATFORM_ANDROID + advSettings.maxFADPCMCodecs = Settings.RealChannelCount; +#else + advSettings.maxVorbisCodecs = Settings.RealChannelCount; +#endif + } + + if (Type == EFMODSystemContext::Runtime) + { + advSettings.profilePort = Settings.LiveUpdatePort; + } + else if (Type == EFMODSystemContext::Auditioning) + { + advSettings.profilePort = Settings.EditorLiveUpdatePort; + } + advSettings.randomSeed = FMath::Rand(); + verifyfmod(lowLevelSystem->setAdvancedSettings(&advSettings)); + + if (Settings.bEnableAPIErrorLogging) + { + verifyfmod(lowLevelSystem->setCallback(FMODErrorCallback, FMOD_SYSTEM_CALLBACK_ERROR)); + } + + FMOD_STUDIO_ADVANCEDSETTINGS advStudioSettings = { 0 }; + advStudioSettings.cbsize = sizeof(advStudioSettings); + advStudioSettings.studioupdateperiod = Settings.StudioUpdatePeriod; + + if (!Settings.StudioBankKey.IsEmpty()) + { + advStudioSettings.encryptionkey = TCHAR_TO_UTF8(*Settings.StudioBankKey); + } + + verifyfmod(StudioSystem[Type]->setAdvancedSettings(&advStudioSettings)); + + verifyfmod(StudioSystem[Type]->initialize(Settings.TotalChannelCount, StudioInitFlags, InitFlags, InitData)); + + for (FString PluginName : Settings.PluginFiles) + { + if (!PluginName.IsEmpty()) + LoadPlugin(Type, *PluginName); + } + + if (Type == EFMODSystemContext::Runtime) + { + // Add interrupt callbacks for Mobile +#if PLATFORM_IOS || PLATFORM_TVOS + InitializeAudioSession(); +#endif + + FCoreDelegates::ApplicationWillDeactivateDelegate.AddRaw(this, &FFMODStudioModule::HandleApplicationWillDeactivate); + FCoreDelegates::ApplicationHasReactivatedDelegate.AddRaw(this, &FFMODStudioModule::HandleApplicationHasReactivated); + } + + IMediaModule *MediaModule = FModuleManager::LoadModulePtr("Media"); + + if (MediaModule != nullptr) + { + ClockSinks[Type] = MakeShared(StudioSystem[Type]); + + if (Type == EFMODSystemContext::Runtime) + { + ClockSinks[Type]->SetUpdateListenerPositionDelegate(FFMODStudioSystemClockSink::FUpdateListenerPosition::CreateRaw(this, &FFMODStudioModule::UpdateListeners)); + } + + MediaModule->GetClock().AddSink(ClockSinks[Type].ToSharedRef()); + } +} + +void FFMODStudioModule::DestroyStudioSystem(EFMODSystemContext::Type Type) +{ + UE_LOG(LogFMOD, Verbose, TEXT("DestroyStudioSystem for context %s"), FMODSystemContextNames[Type]); + + if (ClockSinks[Type].IsValid()) + { + // Calling through the shared ptr enforces thread safety with the media clock + ClockSinks[Type]->OnDestroyStudioSystem(); + + IMediaModule *MediaModule = FModuleManager::LoadModulePtr("Media"); + + if (MediaModule != nullptr) + { + MediaModule->GetClock().RemoveSink(ClockSinks[Type].ToSharedRef()); + } + + ClockSinks[Type].Reset(); + } + + if (StudioSystem[Type]) + { + FMOD::Studio::Bus* mBus; + StudioSystem[Type]->getBus("bus:/", &mBus); + mBus->setMute(true); + StudioSystem[Type]->flushCommands(); + + verifyfmod(StudioSystem[Type]->release()); + StudioSystem[Type] = nullptr; + } +} + +void FFMODStudioModule::UnloadBanks(EFMODSystemContext::Type Type) +{ + if (StudioSystem[Type]) + { + int bankCount; + verifyfmod(StudioSystem[Type]->getBankCount(&bankCount)); + if (bankCount > 0) + { + TArray bankArray; + + bankArray.SetNumUninitialized(bankCount, false); + verifyfmod(StudioSystem[Type]->getBankList(bankArray.GetData(), bankCount, &bankCount)); + + for (int i = 0; i < bankCount; i++) + { + verifyfmod(bankArray[i]->unload()); + } + } + } +} + +bool FFMODStudioModule::Tick(float DeltaTime) +{ + if (ClockSinks[EFMODSystemContext::Auditioning].IsValid()) + { + verifyfmod(ClockSinks[EFMODSystemContext::Auditioning]->LastResult); + } + if (ClockSinks[EFMODSystemContext::Runtime].IsValid()) + { + FMOD_STUDIO_CPU_USAGE Usage = {}; + FMOD_CPU_USAGE UsageCore = {}; + StudioSystem[EFMODSystemContext::Runtime]->getCPUUsage(&Usage, &UsageCore); + SET_FLOAT_STAT(STAT_FMOD_CPUMixer, UsageCore.dsp); + SET_FLOAT_STAT(STAT_FMOD_CPUStudio, Usage.update); + + int currentAlloc, maxAlloc; + FMOD::Memory_GetStats(¤tAlloc, &maxAlloc, false); + SET_MEMORY_STAT(STAT_FMOD_Current_Memory, currentAlloc); + SET_MEMORY_STAT(STAT_FMOD_Max_Memory, maxAlloc); + + int channels, realChannels; + FMOD::System *lowlevel; + StudioSystem[EFMODSystemContext::Runtime]->getCoreSystem(&lowlevel); + lowlevel->getChannelsPlaying(&channels, &realChannels); + SET_DWORD_STAT(STAT_FMOD_Real_Channels, realChannels); + SET_DWORD_STAT(STAT_FMOD_Total_Channels, channels); + + verifyfmod(ClockSinks[EFMODSystemContext::Runtime]->LastResult); + } + if (ClockSinks[EFMODSystemContext::Editor].IsValid()) + { + verifyfmod(ClockSinks[EFMODSystemContext::Editor]->LastResult); + } + return true; +} + +void FFMODStudioModule::UpdateListeners() +{ + int ListenerIndex = 0; + bListenerMoved = false; + +#if WITH_EDITOR + if (bSimulating) + { + return; + } + + if (GEngine) + { + // Every PIE session has its own world and local player controller(s), iterate all of them + for (auto ContextIt = GEngine->GetWorldContexts().CreateConstIterator(); ContextIt; ++ContextIt) + { + const FWorldContext &PieContext = *ContextIt; + + // We need to update the listener for all PIE worlds and all standalone game worlds. Since this code is only built WITH_EDITOR + // EWorldType::Game means a standalone game world in this scope. + + if (PieContext.WorldType == EWorldType::PIE || PieContext.WorldType == EWorldType::Game) + { + if (PieContext.GameViewport) + { + UpdateWorldListeners(PieContext.GameViewport->GetWorld(), &ListenerIndex); + } + } + } + } +#else + if (GEngine && GEngine->GameViewport) + { + UpdateWorldListeners(GEngine->GameViewport->GetWorld(), &ListenerIndex); + } +#endif + + FinishSetListenerPosition(ListenerIndex); +} + +void FFMODStudioModule::UpdateWorldListeners(UWorld *World, int *ListenerIndex) +{ + if (!World) + { + return; + } + + float DeltaSeconds = World->GetDeltaSeconds(); + + for (auto Iterator = GEngine->GetLocalPlayerIterator(World); Iterator; ++Iterator) + { + ULocalPlayer *LocalPlayer = *Iterator; + + if (LocalPlayer && LocalPlayer->PlayerController) + { + APlayerController *PlayerController = LocalPlayer->PlayerController; + FVector Location; + FVector ProjFront; + FVector ProjRight; + PlayerController->GetAudioListenerPosition(Location, ProjFront, ProjRight); + FVector ProjUp = FVector::CrossProduct(ProjFront, ProjRight); + + FTransform ListenerTransform(FRotationMatrix::MakeFromXY(ProjFront, ProjRight)); + ListenerTransform.SetTranslation(Location); + ListenerTransform.NormalizeRotation(); + + SetListenerPosition(*ListenerIndex, World, ListenerTransform, DeltaSeconds); + + (*ListenerIndex)++; + } + } +} + +bool FFMODStudioModule::HasListenerMoved() +{ + return bListenerMoved; +} + +void FFMODStudioModule::ResetInterpolation() +{ + for (FFMODListener &Listener : Listeners) + { + Listener = FFMODListener(); + } +} + +const FFMODListener &FFMODStudioModule::GetNearestListener(const FVector &Location) +{ + float BestDistSq = FLT_MAX; + int BestListener = 0; + for (int i = 0; i < ListenerCount; ++i) + { + const float DistSq = FVector::DistSquared(Location, Listeners[i].Transform.GetTranslation()); + if (DistSq < BestDistSq) + { + BestListener = i; + BestDistSq = DistSq; + } + } + return Listeners[BestListener]; +} + +// Partially copied from FAudioDevice::SetListener +void FFMODStudioModule::SetListenerPosition(int ListenerIndex, UWorld *World, const FTransform &ListenerTransform, float DeltaSeconds) +{ + FMOD::Studio::System *System = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (System && ListenerIndex < MAX_LISTENERS) + { + // Expand number of listeners dynamically + if (ListenerIndex >= ListenerCount) + { + Listeners[ListenerIndex] = FFMODListener(); + ListenerCount = ListenerIndex + 1; + verifyfmod(System->setNumListeners(ListenerCount)); + } + + FVector ListenerPos = ListenerTransform.GetTranslation(); + + FInteriorSettings *InteriorSettings = + (FInteriorSettings *)alloca(sizeof(FInteriorSettings)); // FinteriorSetting::FInteriorSettings() isn't exposed (possible UE4 bug???) + AAudioVolume *Volume = World->GetAudioSettings(ListenerPos, NULL, InteriorSettings); + + Listeners[ListenerIndex].Velocity = + DeltaSeconds > 0.f ? (ListenerTransform.GetTranslation() - Listeners[ListenerIndex].Transform.GetTranslation()) / DeltaSeconds : + FVector::ZeroVector; + + Listeners[ListenerIndex].Transform = ListenerTransform; + + Listeners[ListenerIndex].ApplyInteriorSettings(Volume, *InteriorSettings); + + // We are using a direct copy of the inbuilt transforms but the directions come out wrong. + // Several of the audio functions use GetFront() for right, so we do the same here. + const FVector Up = Listeners[ListenerIndex].GetUp(); + const FVector Right = Listeners[ListenerIndex].GetFront(); + const FVector Forward = Right ^ Up; + + FMOD_3D_ATTRIBUTES Attributes = { { 0 } }; + Attributes.position = FMODUtils::ConvertWorldVector(ListenerPos); + Attributes.forward = FMODUtils::ConvertUnitVector(Forward); + Attributes.up = FMODUtils::ConvertUnitVector(Up); + Attributes.velocity = FMODUtils::ConvertWorldVector(Listeners[ListenerIndex].Velocity); + verifyfmod(System->setListenerAttributes(ListenerIndex, &Attributes)); + bListenerMoved = true; + } +} + +void FFMODStudioModule::FinishSetListenerPosition(int NumListeners) +{ + FMOD::Studio::System *System = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); + if (!System || NumListeners < 1) + { + return; + } + + if (System && NumListeners < ListenerCount) + { + ListenerCount = NumListeners; + verifyfmod(System->setNumListeners(ListenerCount)); + } + + for (int i = 0; i < ListenerCount; ++i) + { + Listeners[i].UpdateCurrentInteriorSettings(); + } + + // Apply a reverb snapshot from the listener position(s) + TWeakObjectPtr BestVolume = nullptr; + for (int i = 0; i < ListenerCount; ++i) + { + AAudioVolume *CandidateVolume = Listeners[i].Volume; + + if (BestVolume == nullptr || (IsValid(CandidateVolume) && BestVolume.IsValid() && CandidateVolume->GetPriority() > BestVolume->GetPriority())) + { + BestVolume = CandidateVolume; + } + } + UFMODSnapshotReverb *NewSnapshot = nullptr; + + if (BestVolume.IsValid() && BestVolume->GetReverbSettings().bApplyReverb) + { + NewSnapshot = Cast(BestVolume->GetReverbSettings().ReverbEffect); + } + + if (NewSnapshot != nullptr) + { + FString NewSnapshotName = FMODUtils::LookupNameFromGuid(System, NewSnapshot->AssetGuid); + UE_LOG(LogFMOD, Verbose, TEXT("Starting new snapshot '%s'"), *NewSnapshotName); + + // Try to steal old entry + FFMODSnapshotEntry SnapshotEntry; + int SnapshotEntryIndex = -1; + for (int i = 0; i < ReverbSnapshots.Num(); ++i) + { + if (ReverbSnapshots[i].Snapshot == NewSnapshot) + { + UE_LOG(LogFMOD, Verbose, TEXT("Re-using old entry with intensity %f"), ReverbSnapshots[i].CurrentIntensity()); + SnapshotEntryIndex = i; + break; + } + } + // Create new instance + if (SnapshotEntryIndex == -1) + { + UE_LOG(LogFMOD, Verbose, TEXT("Creating new instance")); + + FMOD::Studio::ID Guid = FMODUtils::ConvertGuid(NewSnapshot->AssetGuid); + FMOD::Studio::EventInstance *NewInstance = nullptr; + FMOD::Studio::EventDescription *EventDesc = nullptr; + System->getEventByID(&Guid, &EventDesc); + if (EventDesc) + { + EventDesc->createInstance(&NewInstance); + if (NewInstance) + { + NewInstance->setParameterByName("Intensity", 0.0f); + NewInstance->start(); + } + } + + SnapshotEntryIndex = ReverbSnapshots.Num(); + ReverbSnapshots.Push(FFMODSnapshotEntry(NewSnapshot, NewInstance)); + } + // Fade up + if (ReverbSnapshots[SnapshotEntryIndex].FadeIntensityEnd == 0.0f) + { + ReverbSnapshots[SnapshotEntryIndex].FadeTo(BestVolume->GetReverbSettings().Volume, BestVolume->GetReverbSettings().FadeTime); + } + } + // Fade out all other entries + for (int i = 0; i < ReverbSnapshots.Num(); ++i) + { + UE_LOG(LogFMOD, Verbose, TEXT("Ramping intensity (%f,%f) -> %f"), ReverbSnapshots[i].FadeIntensityStart, ReverbSnapshots[i].FadeIntensityEnd, + ReverbSnapshots[i].CurrentIntensity()); + ReverbSnapshots[i].Instance->setParameterByName("Intensity", 100.0f * ReverbSnapshots[i].CurrentIntensity()); + + if (ReverbSnapshots[i].Snapshot != NewSnapshot) + { + // Start fading out if needed + if (ReverbSnapshots[i].FadeIntensityEnd != 0.0f) + { + ReverbSnapshots[i].FadeTo(0.0f, ReverbSnapshots[i].FadeDuration); + } + // Finish fading out and remove + else if (ReverbSnapshots[i].CurrentIntensity() == 0.0f) + { + UE_LOG(LogFMOD, Verbose, TEXT("Removing snapshot")); + + ReverbSnapshots[i].Instance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); + ReverbSnapshots[i].Instance->release(); + ReverbSnapshots.RemoveAt(i); + --i; // removed entry, redo current index for next one + } + } + } +} + +void FFMODStudioModule::SetInPIE(bool bInPIE, bool simulating) +{ + bIsInPIE = bInPIE; + bSimulating = simulating; + bListenerMoved = true; + ResetInterpolation(); + + FMOD_DEBUG_FLAGS flags; + + if (bInPIE) + { + if (StudioSystem[EFMODSystemContext::Auditioning]) + { + // We currently don't tear down auditioning system but we do stop the playing event. + if (AuditioningInstance) + { + AuditioningInstance->stop(FMOD_STUDIO_STOP_IMMEDIATE); + AuditioningInstance = nullptr; + } + // Also make sure banks are finishing loading so they aren't grabbing file handles. + StudioSystem[EFMODSystemContext::Auditioning]->flushCommands(); + } + + // TODO: Stop sounds for the Editor system? What should happen if the user previews a sequence with transport + // controls then starts a PIE session? What does happen? + + AssetTable.Load(); + AssetTable.SetLocale(GetDefaultLocale()); + + ListenerCount = 1; + CreateStudioSystem(EFMODSystemContext::Runtime); + LoadBanks(EFMODSystemContext::Runtime); + + const UFMODSettings &Settings = *GetDefault(); + flags = Settings.LoggingLevel; + } + else + { + ReverbSnapshots.Reset(); + DestroyStudioSystem(EFMODSystemContext::Runtime); + flags = FMOD_DEBUG_LEVEL_WARNING; + } + + verifyfmod(FMOD::Debug_Initialize(flags, FMOD_DEBUG_MODE_CALLBACK, FMODLogCallback)); + +} + +UFMODAsset *FFMODStudioModule::FindAssetByName(const FString &Name) +{ + return AssetTable.GetAssetByStudioPath(Name); +} + +UFMODEvent *FFMODStudioModule::FindEventByName(const FString &Name) +{ + UFMODAsset *Asset = FindAssetByName(Name); + return Cast(Asset); +} + +FString FFMODStudioModule::GetBankPath(const UFMODBank &Bank) +{ + FString BankPath = AssetTable.GetBankPath(Bank); + + if (!BankPath.IsEmpty()) + { + const UFMODSettings &Settings = *GetDefault(); + BankPath = Settings.GetFullBankPath() / BankPath; + } + + return BankPath; +} + +void FFMODStudioModule::GetAllBankPaths(TArray &Paths, bool IncludeMasterBank) const +{ + AssetTable.GetAllBankPaths(Paths, IncludeMasterBank); +} + +void FFMODStudioModule::SetSystemPaused(bool paused) +{ + if (StudioSystem[EFMODSystemContext::Runtime]) + { + bool expected = !paused; + + if (bMixerPaused.compare_exchange_strong(expected, paused)) + { + FMOD::System *LowLevelSystem = nullptr; + verifyfmod(StudioSystem[EFMODSystemContext::Runtime]->getCoreSystem(&LowLevelSystem)); + + // Resume mixer before making calls for Android in particular + if (!paused) + { + LowLevelSystem->mixerResume(); + } + + FMOD::ChannelGroup *MasterChannelGroup = nullptr; + verifyfmod(LowLevelSystem->getMasterChannelGroup(&MasterChannelGroup)); + verifyfmod(MasterChannelGroup->setPaused(paused)); + + if (paused) + { + LowLevelSystem->mixerSuspend(); + } + } + } +} + +#if WITH_EDITOR +void FFMODStudioModule::PreEndPIE() +{ + UE_LOG(LogFMOD, Verbose, TEXT("PreEndPIE")); + if (PreEndPIEDelegate.IsBound()) + { + PreEndPIEDelegate.Broadcast(); + } +} +#endif + +void FFMODStudioModule::ShutdownModule() +{ + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioModule shutdown")); + + DestroyStudioSystem(EFMODSystemContext::Auditioning); + DestroyStudioSystem(EFMODSystemContext::Runtime); + DestroyStudioSystem(EFMODSystemContext::Editor); + + if (FMODAudioLinkModule) + { + FMODAudioLinkModule.Reset(); + } +#if WITH_EDITOR + if (FMODAudioLinkEditorModule) + { + FMODAudioLinkEditorModule.Reset(); + } +#endif + + if (StudioLibHandle && LowLevelLibHandle) + { + ReleaseFMODFileSystem(); + } + + if (MemPool) + FMemory::Free(MemPool); + + if (UObjectInitialized()) + { + // Unregister tick function. + FTSTicker::GetCoreTicker().RemoveTicker(TickDelegateHandle); + } + + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioModule unloading dynamic libraries")); + if (StudioLibHandle) + { + FPlatformProcess::FreeDllHandle(StudioLibHandle); + StudioLibHandle = nullptr; + } + if (LowLevelLibHandle) + { + FPlatformProcess::FreeDllHandle(LowLevelLibHandle); + LowLevelLibHandle = nullptr; + } + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioModule finished unloading")); +} + +struct NamedBankEntry +{ + NamedBankEntry() + : Bank(nullptr) + { + } + NamedBankEntry(const FString &InName, FMOD::Studio::Bank *InBank, FMOD_RESULT InResult) + : Name(InName) + , Bank(InBank) + , Result(InResult) + { + } + + FString Name; + FMOD::Studio::Bank *Bank; + FMOD_RESULT Result; +}; + +bool FFMODStudioModule::AreBanksLoaded() +{ + return bBanksLoaded; +} + +bool FFMODStudioModule::SetLocale(const FString& LocaleName) +{ + const UFMODSettings &Settings = *GetDefault(); + + for (const FFMODProjectLocale& Locale : Settings.Locales) + { + if (Locale.LocaleName == LocaleName) + { + AssetTable.SetLocale(Locale.LocaleCode); + return true; + } + } + + UE_LOG(LogFMOD, Error, TEXT("No project locale named '%s' has been defined."), *LocaleName); + return false; +} + +FString FFMODStudioModule::GetLocale() +{ + return AssetTable.GetLocale(); +} + +FString FFMODStudioModule::GetDefaultLocale() +{ + FString LocaleCode = ""; + const UFMODSettings& Settings = *GetDefault(); + + if (Settings.Locales.Num() > 0) + { + LocaleCode = Settings.Locales[0].LocaleCode; + + for (int32 i = 0; i < Settings.Locales.Num(); ++i) + { + if (Settings.Locales[i].bDefault) + { + LocaleCode = Settings.Locales[i].LocaleCode; + break; + } + } + } + return LocaleCode; +} + +void FFMODStudioModule::LoadBanks(EFMODSystemContext::Type Type) +{ + const UFMODSettings &Settings = *GetDefault(); + + FailedBankLoads[Type].Reset(); + if (Type == EFMODSystemContext::Auditioning || Type == EFMODSystemContext::Editor) + { + RequiredPlugins.Reset(); + } + + if (StudioSystem[Type] != nullptr && Settings.IsBankPathSet()) + { + UE_LOG(LogFMOD, Verbose, TEXT("LoadBanks for context %s"), FMODSystemContextNames[Type]); + + /* + Queue up all banks to load asynchronously then wait at the end. + */ + bool bLoadAllBanks = ((Type == EFMODSystemContext::Auditioning) || (Type == EFMODSystemContext::Editor) || Settings.bLoadAllBanks); + bool bLoadSampleData = ((Type == EFMODSystemContext::Runtime) && Settings.bLoadAllSampleData); + bool bLockAllBuses = ((Type == EFMODSystemContext::Runtime) && Settings.bLockAllBuses); + FMOD_STUDIO_LOAD_BANK_FLAGS BankFlags = (bLockAllBuses ? FMOD_STUDIO_LOAD_BANK_NORMAL : FMOD_STUDIO_LOAD_BANK_NONBLOCKING); + FMOD_RESULT Result = FMOD_OK; + TArray BankEntries; + + // Always load the master bank at startup + FMOD::Studio::Bank *MasterBank = nullptr; + + if (AssetTable.GetMasterBankPath().IsEmpty()) + { + FString MasterBankFilename = Settings.GetMasterBankFilename(); + UE_LOG(LogFMOD, Warning, TEXT("Master bank (%s) not found."), *MasterBankFilename); + FailedBankLoads[Type].Add(FString::Printf(TEXT("Could not find master bank (%s). Check project settings."), *MasterBankFilename)); + } + else + { + FString MasterBankPath = Settings.GetFullBankPath() / AssetTable.GetMasterBankPath(); + UE_LOG(LogFMOD, Verbose, TEXT("Loading master bank: %s"), *MasterBankPath); + Result = StudioSystem[Type]->loadBankFile(TCHAR_TO_UTF8(*MasterBankPath), BankFlags, &MasterBank); + BankEntries.Add(NamedBankEntry(MasterBankPath, MasterBank, Result)); + } + + if (Result == FMOD_OK && !AssetTable.GetMasterAssetsBankPath().IsEmpty()) + { + FMOD::Studio::Bank *MasterAssetsBank = nullptr; + FString MasterAssetsBankPath = Settings.GetFullBankPath() / AssetTable.GetMasterAssetsBankPath(); + if (FPaths::FileExists(MasterAssetsBankPath)) + { + Result = StudioSystem[Type]->loadBankFile(TCHAR_TO_UTF8(*MasterAssetsBankPath), BankFlags, &MasterAssetsBank); + BankEntries.Add(NamedBankEntry(MasterAssetsBankPath, MasterAssetsBank, Result)); + } + } + + if (Result == FMOD_OK) + { + // Auditioning needs string bank to get back full paths from events + // Runtime could do without it, but if we load it we can look up guids to names which is helpful + if (MasterBank) + { + FString StringsBankPath = Settings.GetFullBankPath() / AssetTable.GetMasterStringsBankPath(); + UE_LOG(LogFMOD, Verbose, TEXT("Loading strings bank: %s"), *StringsBankPath); + FMOD::Studio::Bank *StringsBank = nullptr; + Result = StudioSystem[Type]->loadBankFile(TCHAR_TO_UTF8(*StringsBankPath), BankFlags, &StringsBank); + BankEntries.Add(NamedBankEntry(StringsBankPath, StringsBank, Result)); + } + + // Optionally load all banks in the directory + if (bLoadAllBanks) + { + UE_LOG(LogFMOD, Verbose, TEXT("Loading all banks")); + TArray BankFiles; + AssetTable.GetAllBankPaths(BankFiles, false); + for (const FString &OtherFile : BankFiles) + { + if (Settings.SkipLoadBankName.Len() && OtherFile.Contains(Settings.SkipLoadBankName)) + { + UE_LOG(LogFMOD, Log, TEXT("Skipping bank: %s"), *OtherFile); + continue; + } + UE_LOG(LogFMOD, Log, TEXT("Loading bank: %s"), *OtherFile); + + FMOD::Studio::Bank *OtherBank; + Result = StudioSystem[Type]->loadBankFile(TCHAR_TO_UTF8(*OtherFile), BankFlags, &OtherBank); + BankEntries.Add(NamedBankEntry(OtherFile, OtherBank, Result)); + } + } + + // Optionally lock all buses to make sure they are created + if (MasterBank && bLockAllBuses) + { + UE_LOG(LogFMOD, Verbose, TEXT("Locking all buses")); + int BusCount = 0; + verifyfmod(MasterBank->getBusCount(&BusCount)); + if (BusCount != 0) + { + TArray BusList; + BusList.AddZeroed(BusCount); + verifyfmod(MasterBank->getBusList(BusList.GetData(), BusCount, &BusCount)); + BusList.SetNum(BusCount); + for (int BusIdx = 0; BusIdx < BusCount; ++BusIdx) + { + verifyfmod(BusList[BusIdx]->lockChannelGroup()); + } + } + } + } + + // Wait for all banks to load. + StudioSystem[Type]->flushCommands(); + + for (NamedBankEntry &Entry : BankEntries) + { + if (Entry.Result == FMOD_OK) + { + FMOD_STUDIO_LOADING_STATE BankLoadingState = FMOD_STUDIO_LOADING_STATE_ERROR; + Entry.Result = Entry.Bank->getLoadingState(&BankLoadingState); + if (BankLoadingState == FMOD_STUDIO_LOADING_STATE_ERROR) + { + Entry.Bank->unload(); + Entry.Bank = nullptr; + } + else if (bLoadSampleData) + { + verifyfmod(Entry.Bank->loadSampleData()); + } + } + if (Entry.Bank == nullptr || Entry.Result != FMOD_OK) + { + FString ErrorMessage; + if (!FPaths::FileExists(Entry.Name)) + { + ErrorMessage = "File does not exist"; + } + else + { + ErrorMessage = UTF8_TO_TCHAR(FMOD_ErrorString(Entry.Result)); + } + UE_LOG(LogFMOD, Warning, TEXT("Failed to load bank: %s (%s)"), *Entry.Name, *ErrorMessage); + FailedBankLoads[Type].Add(FString::Printf(TEXT("%s (%s)"), *FPaths::GetBaseFilename(Entry.Name), *ErrorMessage)); + } + } + } + + bBanksLoaded = true; +} + +#if WITH_EDITOR +void FFMODStudioModule::ReloadBanks() +{ + UE_LOG(LogFMOD, Verbose, TEXT("Refreshing auditioning system")); + + StopAuditioningInstance(); + UnloadBanks(EFMODSystemContext::Auditioning); + DestroyStudioSystem(EFMODSystemContext::Editor); + + AssetTable.Load(); + + LoadBanks(EFMODSystemContext::Auditioning); + CreateStudioSystem(EFMODSystemContext::Editor); +} + +void FFMODStudioModule::LoadEditorBanks() +{ + LoadBanks(EFMODSystemContext::Editor); +} + +void FFMODStudioModule::UnloadEditorBanks() +{ + UnloadBanks(EFMODSystemContext::Editor); +} +#endif + +FMOD::Studio::System *FFMODStudioModule::GetStudioSystem(EFMODSystemContext::Type Context) +{ + if (Context == EFMODSystemContext::Max) + { + Context = (bIsInPIE ? EFMODSystemContext::Runtime : EFMODSystemContext::Auditioning); + } + return StudioSystem[Context]; +} + +FMOD::Studio::EventDescription *FFMODStudioModule::GetEventDescription(const UFMODEvent *Event, EFMODSystemContext::Type Context) +{ + if (Context == EFMODSystemContext::Max) + { + Context = (bIsInPIE ? EFMODSystemContext::Runtime : EFMODSystemContext::Auditioning); + } + if (StudioSystem[Context] != nullptr && IsValid(Event) && Event->AssetGuid.IsValid()) + { + FMOD::Studio::ID Guid = FMODUtils::ConvertGuid(Event->AssetGuid); + FMOD::Studio::EventDescription *EventDesc = nullptr; + StudioSystem[Context]->getEventByID(&Guid, &EventDesc); + return EventDesc; + } + return nullptr; +} + +FMOD::Studio::EventInstance *FFMODStudioModule::CreateAuditioningInstance(const UFMODEvent *Event) +{ + StopAuditioningInstance(); + if (IsValid(Event)) + { + FMOD::Studio::EventDescription *EventDesc = GetEventDescription(Event, EFMODSystemContext::Auditioning); + if (EventDesc) + { + FMOD_RESULT Result = EventDesc->createInstance(&AuditioningInstance); + if (Result == FMOD_OK) + { + return AuditioningInstance; + } + } + } + return nullptr; +} + +void FFMODStudioModule::StopAuditioningInstance() +{ + if (AuditioningInstance) + { + // Don't bother checking for errors just in case auditioning is already shutting down + AuditioningInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); + AuditioningInstance->release(); + AuditioningInstance = nullptr; + } +} + +#if PLATFORM_IOS || PLATFORM_TVOS +static bool gIsSuspended = false; +static bool gNeedsReset = false; + +void FFMODStudioModule::InitializeAudioSession() +{ + [[NSNotificationCenter defaultCenter] addObserverForName:AVAudioSessionInterruptionNotification object:nil queue:nil usingBlock:^(NSNotification *notification) + { + AVAudioSessionInterruptionType type = (AVAudioSessionInterruptionType)[[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] unsignedIntegerValue]; + if (type == AVAudioSessionInterruptionTypeBegan) + { + UE_LOG(LogFMOD, Log, TEXT("Interruption Began")); + // Ignore deprecated warnings regarding AVAudioSessionInterruptionReasonAppWasSuspended and + // AVAudioSessionInterruptionWasSuspendedKey, we protect usage for the versions where they are available + #pragma clang diagnostic push + #pragma clang diagnostic ignored "-Wdeprecated-declarations" + + // If the audio session was deactivated while the app was in the background, the app receives the + // notification when relaunched. Identify this reason for interruption and ignore it. + if (@available(iOS 16.0, tvOS 14.5, *)) + { + // Delayed suspend-in-background notifications no longer exist, this must be a real interruption + } + #if !PLATFORM_TVOS // tvOS never supported "AVAudioSessionInterruptionReasonAppWasSuspended" + else if (@available(iOS 14.5, *)) + { + if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionReasonKey] intValue] == AVAudioSessionInterruptionReasonAppWasSuspended) + { + return; // Ignore delayed suspend-in-background notification + } + } + #endif + else + { + if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionWasSuspendedKey] boolValue]) + { + return; // Ignore delayed suspend-in-background notification + } + } + + SetSystemPaused(true); + gIsSuspended = true; + #pragma clang diagnostic pop + } + else if (type == AVAudioSessionInterruptionTypeEnded) + { + UE_LOG(LogFMOD, Log, TEXT("Interruption Ended")); + NSError *ActiveError = nil; + if (![[AVAudioSession sharedInstance] setActive:TRUE error:&ActiveError]) + { + // Interruption like Siri can prevent session activation, wait for did-become-active notification + UE_LOG(LogFMOD, Error, TEXT("Failed to set audio session to active = %d [Error = %s]"), TRUE, *FString([ActiveError description])); + return; + } + + SetSystemPaused(false); + gIsSuspended = false; + } + }]; + + [[NSNotificationCenter defaultCenter] addObserverForName:UIApplicationDidBecomeActiveNotification object:nil queue:nil usingBlock:^(NSNotification *notification) + { + // If the Media Services were reset while we were in the background we need to reset + // To reset we need to suspend so that we can resume. + if (gNeedsReset) + { + SetSystemPaused(true); + gIsSuspended = true; + } + + NSError *ActiveError = nil; + if (![[AVAudioSession sharedInstance] setActive:TRUE error:&ActiveError]) + { + if ([ActiveError code] == AVAudioSessionErrorCodeCannotStartPlaying) + { + // Interruption like Screen Time can prevent session activation, but will not trigger an interruption-ended notification. + // There is no other callback or trigger to hook into after this point, we are not in the background and there is no other audio playing. + // Our only option is to have a sleep loop until the Audio Session can be activated again. + while (![[AVAudioSession sharedInstance] setActive:TRUE error:nil]) + { + FPlatformProcess::Sleep(0.02f); + } + } + else + { + // Interruption like Siri can prevent session activation, wait for interruption-ended notification. + UE_LOG(LogFMOD, Warning, TEXT("UIApplicationDidBecomeActiveNotification: Failed to set audio session to active = %d [Error = %s]"), TRUE, *FString([ActiveError description])); + return; + } + } + + // It's possible the system missed sending us an interruption end, so recover here + if (gIsSuspended) + { + SetSystemPaused(false); + gNeedsReset = false; + gIsSuspended = false; + } + }]; + + [[NSNotificationCenter defaultCenter] addObserverForName:AVAudioSessionMediaServicesWereResetNotification object:nil queue:nil usingBlock:^(NSNotification *notification) + { + if ([UIApplication sharedApplication].applicationState == UIApplicationStateBackground || gIsSuspended) + { + // Received the reset notification while in the background, need to reset the AudioUnit when we come back to foreground. + gNeedsReset = true; + } + else + { + // In the foregound but something chopped the media services, need to do a reset. + SetSystemPaused(true); + SetSystemPaused(false); + } + }]; +} +#endif + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioPrivatePCH.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioPrivatePCH.h new file mode 100644 index 00000000..aecd2f4a --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODStudioPrivatePCH.h @@ -0,0 +1,9 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "Components/SceneComponent.h" +#include "Runtime/Launch/Resources/Version.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogFMOD, Log, All); \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODVCA.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODVCA.cpp new file mode 100644 index 00000000..7821fb79 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/FMODVCA.cpp @@ -0,0 +1,20 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODVCA.h" +#include "FMODStudioModule.h" + +UFMODVCA::UFMODVCA(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +/** Get tags to show in content view */ +void UFMODVCA::GetAssetRegistryTags(TArray &OutTags) const +{ + Super::GetAssetRegistryTags(OutTags); +} + +FString UFMODVCA::GetDesc() +{ + return FString::Printf(TEXT("VCA %s"), *AssetGuid.ToString(EGuidFormats::DigitsWithHyphensInBraces)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSection.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSection.cpp new file mode 100644 index 00000000..fa5c61a9 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSection.cpp @@ -0,0 +1,45 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventControlSection.h" +#include "Channels/MovieSceneChannelProxy.h" +#include "UObject/SequencerObjectVersion.h" +#include "UObject/Package.h" + +FFMODEventControlChannel::FFMODEventControlChannel() +{ + SetEnum(StaticEnum()); +} + +UFMODEventControlSection::UFMODEventControlSection(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ + SetRange(TRange::All()); + + int32 LinkerCustomVersion = GetLinkerCustomVersion(FSequencerObjectVersion::GUID); + EMovieSceneCompletionMode CompletionMode; + + if (LinkerCustomVersion < FSequencerObjectVersion::WhenFinishedDefaultsToRestoreState) + { + CompletionMode = EMovieSceneCompletionMode::KeepState; + } + else if (LinkerCustomVersion < FSequencerObjectVersion::WhenFinishedDefaultsToProjectDefault) + { + CompletionMode = EMovieSceneCompletionMode::RestoreState; + } + else + { + CompletionMode = EMovieSceneCompletionMode::ProjectDefault; + } + + EvalOptions.EnableAndSetCompletionMode(CompletionMode); + +#if WITH_EDITOR + + ChannelProxy = MakeShared(ControlKeys, FMovieSceneChannelMetaData(), TMovieSceneExternalValue()); + +#else + + ChannelProxy = MakeShared(ControlKeys); + +#endif +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSection.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSection.h new file mode 100644 index 00000000..29ad2c8b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSection.h @@ -0,0 +1,81 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "Curves/KeyHandle.h" +#include "MovieSceneClipboard.h" +#include "MovieSceneSection.h" +#include "Channels/MovieSceneByteChannel.h" +#include "FMODEventControlSection.generated.h" + +/** Defines the types of FMOD event control keys. */ +UENUM() +enum class EFMODEventControlKey : uint8 +{ + Stop = 0, + Play = 1, + Pause = 2 +}; + +USTRUCT() +struct FFMODEventControlChannel : public FMovieSceneByteChannel +{ + GENERATED_BODY() + + FFMODEventControlChannel(); +}; + +template <> +struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 +{ + enum { WithStructuredSerializeFromMismatchedTag = true }; +}; + +template <> +struct TMovieSceneChannelTraits : TMovieSceneChannelTraitsBase +{ + enum { SupportsDefaults = false }; + +#if WITH_EDITOR + + /** Byte channels can have external values (ie, they can get their values from external objects for UI purposes) */ + typedef TMovieSceneExternalValue ExtendedEditorDataType; + +#endif +}; + +/** FMOD Event control section */ +UCLASS(MinimalAPI) +class UFMODEventControlSection : public UMovieSceneSection +{ + GENERATED_UCLASS_BODY() + +public: + /** Channel containing the event control keys */ + UPROPERTY() + FFMODEventControlChannel ControlKeys; +}; + +inline void AssignValue(FFMODEventControlChannel *InChannel, FKeyHandle InKeyHandle, EFMODEventControlKey InValue) +{ + TMovieSceneChannelData ChannelData = InChannel->GetData(); + int32 ValueIndex = ChannelData.GetIndex(InKeyHandle); + + if (ValueIndex != INDEX_NONE) + { + ChannelData.GetValues()[ValueIndex] = (uint8)InValue; + } +} + +inline bool EvaluateChannel(const FFMODEventControlChannel *InChannel, FFrameTime InTime, EFMODEventControlKey &OutValue) +{ + uint8 RawValue = 0; + if (InChannel->Evaluate(InTime, RawValue)) + { + OutValue = (EFMODEventControlKey)RawValue; + return true; + } + return false; +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSectionTemplate.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSectionTemplate.cpp new file mode 100644 index 00000000..432b28e6 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSectionTemplate.cpp @@ -0,0 +1,250 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventControlSectionTemplate.h" +#include "FMODAmbientSound.h" +#include "FMODAudioComponent.h" +#include "Evaluation/MovieSceneEvaluation.h" +#include "IMovieScenePlayer.h" + +enum EventControlKeyInternal +{ + Stop, + Play, + Pause, + SequencePause, + SequenceResume, + MAX +}; + +EventControlKeyInternal MapControlKey(EFMODEventControlKey key) +{ + switch (key) + { + case EFMODEventControlKey::Stop: + return EventControlKeyInternal::Stop; + break; + case EFMODEventControlKey::Play: + return EventControlKeyInternal::Play; + break; + case EFMODEventControlKey::Pause: + return EventControlKeyInternal::Pause; + break; + default: + return EventControlKeyInternal::MAX; + break; + } +} + +struct FPlayingToken : IMovieScenePreAnimatedToken +{ + FPlayingToken(UObject &InObject) + { + bPlaying = false; + TimelinePosition = 0; + + if (UFMODAudioComponent *AudioComponent = Cast(&InObject)) + { + if (IsValid(AudioComponent)) + { + bPlaying = AudioComponent->IsPlaying(); + TimelinePosition = AudioComponent->GetTimelinePosition(); + } + } + } + + virtual void RestoreState(UObject &Object, const UE::MovieScene::FRestoreStateParams &Params) override + { + UFMODAudioComponent *AudioComponent = CastChecked(&Object); + + if (AudioComponent) + { + if (bPlaying && !AudioComponent->bPlayEnded) + { + AudioComponent->Play(); + AudioComponent->SetTimelinePosition(TimelinePosition); + } + else + { + AudioComponent->Stop(); + } + } + } + +private: + bool bPlaying; + int32 TimelinePosition; +}; + +struct FPlayingTokenProducer : IMovieScenePreAnimatedTokenProducer +{ + static FMovieSceneAnimTypeID GetAnimTypeID() { return TMovieSceneAnimTypeID(); } + +private: + virtual IMovieScenePreAnimatedTokenPtr CacheExistingState(UObject &Object) const override { return FPlayingToken(Object); } +}; + +struct FFMODEventControlExecutionToken : IMovieSceneExecutionToken +{ + FFMODEventControlExecutionToken(EventControlKeyInternal InEventControlKey, FFrameTime InKeyTime) + : EventControlKey(InEventControlKey) + , KeyTime(InKeyTime) + { + } + + /** Execute this token, operating on all objects referenced by 'Operand' */ + virtual void Execute(const FMovieSceneContext &Context, const FMovieSceneEvaluationOperand &Operand, FPersistentEvaluationData &PersistentData, + IMovieScenePlayer &Player) + { + for (TWeakObjectPtr<> &WeakObject : Player.FindBoundObjects(Operand)) + { + UFMODAudioComponent *AudioComponent = Cast(WeakObject.Get()); + + if (!AudioComponent) + { + AFMODAmbientSound *AmbientSound = Cast(WeakObject.Get()); + AudioComponent = AmbientSound ? AmbientSound->AudioComponent : nullptr; + } + + if (IsValid(AudioComponent)) + { + EFMODSystemContext::Type SystemContext = + (GWorld && GWorld->WorldType == EWorldType::Editor) ? EFMODSystemContext::Editor : EFMODSystemContext::Runtime; + + if (EventControlKey == EventControlKeyInternal::Stop && KeyTime == 0 && SystemContext == EFMODSystemContext::Editor) + { + // Skip state saving when auditioning sequencer + } + else + { + Player.SavePreAnimatedState(*AudioComponent, FPlayingTokenProducer::GetAnimTypeID(), FPlayingTokenProducer()); + } + + if (EventControlKey == EventControlKeyInternal::Play) + { + if (AudioComponent->GetPaused()) + { + AudioComponent->ResumeInternal(UFMODAudioComponent::PauseContext::Explicit); + } + else + { + if (AudioComponent->IsPlaying()) + { + AudioComponent->Stop(); + } + AudioComponent->PlayInternal(SystemContext); + } + } + else if (EventControlKey == EventControlKeyInternal::Stop) + { + AudioComponent->Stop(); + } + else if (EventControlKey == EventControlKeyInternal::Pause) + { + AudioComponent->PauseInternal(UFMODAudioComponent::PauseContext::Explicit); + } + else if (EventControlKey == EventControlKeyInternal::SequencePause) + { + AudioComponent->PauseInternal(UFMODAudioComponent::PauseContext::Implicit); + } + else if (EventControlKey == EventControlKeyInternal::SequenceResume) + { + AudioComponent->ResumeInternal(UFMODAudioComponent::PauseContext::Implicit); + } + + } + } + } + + EventControlKeyInternal EventControlKey; + FFrameTime KeyTime; +}; + +static bool RuntimeSequenceSetup = false; + +FFMODEventControlSectionTemplate::FFMODEventControlSectionTemplate(const UFMODEventControlSection &Section) + : ControlKeys(Section.ControlKeys) +{ + EnableOverrides(FMovieSceneEvalTemplateBase::EOverrideMask::RequiresSetupFlag); + EnableOverrides(FMovieSceneEvalTemplateBase::EOverrideMask::RequiresTearDownFlag); +} + +void FFMODEventControlSectionTemplate::Setup(FPersistentEvaluationData &PersistentData, IMovieScenePlayer &Player) const +{ + IsEditorSequence = GWorld && GWorld->WorldType == EWorldType::Editor; + if (!IsEditorSequence) + { + RuntimeSequenceSetup = true; + } +#if WITH_EDITOR + if (!RuntimeSequenceSetup) + { + IFMODStudioModule::Get().LoadEditorBanks(); + } +#endif +} + +void FFMODEventControlSectionTemplate::TearDown(FPersistentEvaluationData &PersistentData, IMovieScenePlayer &Player) const +{ + if (!IsEditorSequence) + { + RuntimeSequenceSetup = false; + } +#if WITH_EDITOR + if (!RuntimeSequenceSetup) + { + IFMODStudioModule::Get().UnloadEditorBanks(); + } +#endif +} + +void FFMODEventControlSectionTemplate::Evaluate(const FMovieSceneEvaluationOperand &Operand, const FMovieSceneContext &Context, + const FPersistentEvaluationData &PersistentData, FMovieSceneExecutionTokens &ExecutionTokens) const +{ + if (IsEditorSequence && RuntimeSequenceSetup) + { + // If the Sequence Editor is open during PIE, it will also try to play its Sequence. + // Don't let it, otherwise Execution Tokens will be double-issued. + return; + } + + const bool bPlaying = Context.IsSilent() == false && Context.GetDirection() == EPlayDirection::Forwards && + Context.GetRange().Size() >= FFrameTime(0) && Context.GetStatus() == EMovieScenePlayerStatus::Playing; + + if (!bPlaying && IsEditorSequence && !RuntimeSequenceSetup) + { + if (Context.GetStatus() == EMovieScenePlayerStatus::Paused) + { + ExecutionTokens.Add(FFMODEventControlExecutionToken(EventControlKeyInternal::Pause, FFrameTime(0))); + } + else + { + ExecutionTokens.Add(FFMODEventControlExecutionToken(EventControlKeyInternal::Stop, FFrameTime(0))); + } + } + else + { + TRange PlaybackRange = Context.GetFrameNumberRange(); + TMovieSceneChannelData ChannelData = ControlKeys.GetData(); + + // Find the index of the key handle that exists before this time + TArrayView Times = ChannelData.GetTimes(); + TArrayView Values = ChannelData.GetValues(); + + const int32 LastKeyIndex = Algo::UpperBound(Times, PlaybackRange.GetUpperBoundValue()) - 1; + if (LastKeyIndex >= 0 && PlaybackRange.Contains(Times[LastKeyIndex])) + { + FFMODEventControlExecutionToken NewToken(MapControlKey((EFMODEventControlKey)Values[LastKeyIndex]), Times[LastKeyIndex]); + ExecutionTokens.Add(MoveTemp(NewToken)); + } + } + + // Handle direct pause/unpause calls on sequence + if (Context.GetStatus() == EMovieScenePlayerStatus::Stopped) + { + ExecutionTokens.Add(FFMODEventControlExecutionToken(EventControlKeyInternal::SequencePause, FFrameTime(0))); + } + else + { + ExecutionTokens.Add(FFMODEventControlExecutionToken(EventControlKeyInternal::SequenceResume, FFrameTime(0))); + } +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSectionTemplate.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSectionTemplate.h new file mode 100644 index 00000000..b4043481 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlSectionTemplate.h @@ -0,0 +1,30 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "Evaluation/MovieSceneEvalTemplate.h" +#include "FMODEventControlSection.h" +#include "FMODEventControlSectionTemplate.generated.h" + +USTRUCT() +struct FFMODEventControlSectionTemplate : public FMovieSceneEvalTemplate +{ + GENERATED_BODY() + + FFMODEventControlSectionTemplate() {} + FFMODEventControlSectionTemplate(const UFMODEventControlSection &Section); + + UPROPERTY() + FFMODEventControlChannel ControlKeys; + +private: + virtual UScriptStruct &GetScriptStructImpl() const override { return *StaticStruct(); } + virtual void Setup(FPersistentEvaluationData &PersistentData, IMovieScenePlayer &Player) const override; + virtual void TearDown(FPersistentEvaluationData &PersistentData, IMovieScenePlayer &Player) const override; + virtual void Evaluate(const FMovieSceneEvaluationOperand &Operand, const FMovieSceneContext &Context, + const FPersistentEvaluationData &PersistentData, FMovieSceneExecutionTokens &ExecutionTokens) const override; + + mutable bool IsEditorSequence; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlTrack.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlTrack.cpp new file mode 100644 index 00000000..b2f8f119 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlTrack.cpp @@ -0,0 +1,75 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventControlTrack.h" +#include "FMODEventControlSection.h" +#include "IMovieScenePlayer.h" +#include "FMODEventControlSectionTemplate.h" +#include "MovieSceneCommonHelpers.h" + +#define LOCTEXT_NAMESPACE "FMODEventControlTrack" + +UFMODEventControlTrack::UFMODEventControlTrack(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +#if WITH_EDITORONLY_DATA + TrackTint = FColor(255, 255, 255, 160); +#endif +} + +const TArray &UFMODEventControlTrack::GetAllSections() const +{ + return ControlSections; +} + +bool UFMODEventControlTrack::HasSection(const UMovieSceneSection &Section) const +{ + return ControlSections.Contains(&Section); +} + +void UFMODEventControlTrack::AddSection(UMovieSceneSection &Section) +{ + ControlSections.Add(&Section); +} + +void UFMODEventControlTrack::RemoveSection(UMovieSceneSection &Section) +{ + ControlSections.Remove(&Section); +} + +bool UFMODEventControlTrack::IsEmpty() const +{ + return ControlSections.Num() == 0; +} + +void UFMODEventControlTrack::AddNewSection(FFrameNumber SectionTime) +{ + if (MovieSceneHelpers::FindSectionAtTime(ControlSections, SectionTime) == nullptr) + { + UFMODEventControlSection *NewSection = Cast(CreateNewSection()); + ControlSections.Add(NewSection); + } +} + +bool UFMODEventControlTrack::SupportsType(TSubclassOf SectionClass) const +{ + return SectionClass == UFMODEventControlSection::StaticClass(); +} + +UMovieSceneSection *UFMODEventControlTrack::CreateNewSection() +{ + return NewObject(this); +} + +FMovieSceneEvalTemplatePtr UFMODEventControlTrack::CreateTemplateForSection(const UMovieSceneSection& InSection) const +{ + return FFMODEventControlSectionTemplate(*CastChecked(&InSection)); +} + +#if WITH_EDITORONLY_DATA +FText UFMODEventControlTrack::GetDefaultDisplayName() const +{ + return LOCTEXT("DisplayName", "FMOD Event"); +} +#endif + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlTrack.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlTrack.h new file mode 100644 index 00000000..d8fe05b4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventControlTrack.h @@ -0,0 +1,43 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "MovieSceneNameableTrack.h" +#include "Compilation/IMovieSceneTrackTemplateProducer.h" +#include "FMODEventControlTrack.generated.h" + +/** Handles control of an FMOD Event */ +UCLASS(MinimalAPI) +class UFMODEventControlTrack : public UMovieSceneNameableTrack, public IMovieSceneTrackTemplateProducer +{ + GENERATED_UCLASS_BODY() + +public: + virtual TArray GetAllControlSections() const { return ControlSections; } + +public: + // Begin UMovieSceneTrack interface + virtual bool HasSection(const UMovieSceneSection &Section) const override; + virtual void AddSection(UMovieSceneSection &Section) override; + virtual void RemoveSection(UMovieSceneSection &Section) override; + virtual bool IsEmpty() const override; + virtual const TArray &GetAllSections() const override; + virtual void AddNewSection(FFrameNumber SectionTime); + virtual bool SupportsType(TSubclassOf SectionClass) const override; + virtual UMovieSceneSection *CreateNewSection() override; + // End UMovieSceneTrack interface + + // IMovieSceneTrackTemplateProducer interface + virtual FMovieSceneEvalTemplatePtr CreateTemplateForSection(const UMovieSceneSection& InSection) const override; + +#if WITH_EDITORONLY_DATA + virtual FText GetDefaultDisplayName() const override; +#endif + +private: + /** List of all event control sections. */ + UPROPERTY() + TArray ControlSections; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterSectionTemplate.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterSectionTemplate.cpp new file mode 100644 index 00000000..c270d6cf --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterSectionTemplate.cpp @@ -0,0 +1,109 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2017. + +#include "FMODEventParameterSectionTemplate.h" +#include "FMODAmbientSound.h" +#include "FMODEvent.h" +#include "FMODEventParameterTrack.h" +#include "IMovieScenePlayer.h" +#include "fmod_studio.hpp" + +struct FFMODEventParameterPreAnimatedToken : IMovieScenePreAnimatedToken +{ + FFMODEventParameterPreAnimatedToken() {} + + FFMODEventParameterPreAnimatedToken(FFMODEventParameterPreAnimatedToken &&) = default; + FFMODEventParameterPreAnimatedToken &operator=(FFMODEventParameterPreAnimatedToken &&) = default; + + virtual void RestoreState(UObject &Object, const UE::MovieScene::FRestoreStateParams& Params) override + { + UFMODAudioComponent *AudioComponent = CastChecked(&Object); + + if (IsValid(AudioComponent)) + { + for (FScalarParameterNameAndValue &Value : Values) + { + AudioComponent->SetParameter(Value.ParameterName, Value.Value); + } + } + } + + TArray Values; +}; + +struct FFMODEventParameterPreAnimatedTokenProducer : IMovieScenePreAnimatedTokenProducer +{ + virtual IMovieScenePreAnimatedTokenPtr CacheExistingState(UObject &Object) const override + { + UFMODAudioComponent *AudioComponent = CastChecked(&Object); + + FFMODEventParameterPreAnimatedToken Token; + + if (IsValid(AudioComponent) && AudioComponent->Event) + { + TArray ParameterDescriptions; + AudioComponent->Event->GetParameterDescriptions(ParameterDescriptions); + + for (const FMOD_STUDIO_PARAMETER_DESCRIPTION &ParameterDescription : ParameterDescriptions) + { + float Value = AudioComponent->GetParameter(ParameterDescription.name); + Token.Values.Add(FScalarParameterNameAndValue(ParameterDescription.name, Value)); + } + } + + return MoveTemp(Token); + } +}; + +struct FFMODEventParameterExecutionToken : IMovieSceneExecutionToken +{ + FFMODEventParameterExecutionToken() = default; + + FFMODEventParameterExecutionToken(FFMODEventParameterExecutionToken &&) = default; + FFMODEventParameterExecutionToken &operator=(FFMODEventParameterExecutionToken &&) = default; + + // Non-copyable + FFMODEventParameterExecutionToken(const FFMODEventParameterExecutionToken &) = delete; + FFMODEventParameterExecutionToken &operator=(const FFMODEventParameterExecutionToken &) = delete; + + virtual void Execute(const FMovieSceneContext &Context, const FMovieSceneEvaluationOperand &Operand, FPersistentEvaluationData &PersistentData, + IMovieScenePlayer &Player) + { + for (TWeakObjectPtr<> &WeakObject : Player.FindBoundObjects(Operand)) + { + UFMODAudioComponent *AudioComponent = Cast(WeakObject.Get()); + + if (!AudioComponent) + { + AFMODAmbientSound *AmbientSound = Cast(WeakObject.Get()); + AudioComponent = AmbientSound ? AmbientSound->AudioComponent : nullptr; + } + + if (IsValid(AudioComponent)) + { + Player.SavePreAnimatedState( + *AudioComponent, TMovieSceneAnimTypeID(), FFMODEventParameterPreAnimatedTokenProducer()); + + for (const FScalarParameterNameAndValue &NameAndValue : Values.ScalarValues) + { + AudioComponent->SetParameter(NameAndValue.ParameterName, NameAndValue.Value); + } + } + } + } + + FEvaluatedParameterSectionValues Values; +}; + +FFMODEventParameterSectionTemplate::FFMODEventParameterSectionTemplate( + const UMovieSceneParameterSection &Section, const UFMODEventParameterTrack &Track) + : FMovieSceneParameterSectionTemplate(Section) +{ +} + +void FFMODEventParameterSectionTemplate::Evaluate(const FMovieSceneEvaluationOperand &Operand, const FMovieSceneContext &Context, + const FPersistentEvaluationData &PersistentData, FMovieSceneExecutionTokens &ExecutionTokens) const +{ + FFMODEventParameterExecutionToken ExecutionToken; + EvaluateCurves(Context, ExecutionToken.Values); + ExecutionTokens.Add(MoveTemp(ExecutionToken)); +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterSectionTemplate.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterSectionTemplate.h new file mode 100644 index 00000000..574ce18e --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterSectionTemplate.h @@ -0,0 +1,24 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "Evaluation/MovieSceneParameterTemplate.h" +#include "FMODEventParameterSectionTemplate.generated.h" + +class UFMODEventParameterTrack; + +USTRUCT() +struct FFMODEventParameterSectionTemplate : public FMovieSceneParameterSectionTemplate +{ + GENERATED_BODY() + + FFMODEventParameterSectionTemplate() {} + FFMODEventParameterSectionTemplate(const UMovieSceneParameterSection &Section, const UFMODEventParameterTrack &Track); + +private: + virtual UScriptStruct &GetScriptStructImpl() const override { return *StaticStruct(); } + virtual void Evaluate(const FMovieSceneEvaluationOperand &Operand, const FMovieSceneContext &Context, + const FPersistentEvaluationData &PersistentData, FMovieSceneExecutionTokens &ExecutionTokens) const override; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterTrack.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterTrack.cpp new file mode 100644 index 00000000..3fe4b46a --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterTrack.cpp @@ -0,0 +1,77 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventParameterTrack.h" +#include "FMODEventParameterSectionTemplate.h" +#include "IMovieScenePlayer.h" +#include "MovieSceneCommonHelpers.h" + +#define LOCTEXT_NAMESPACE "FMODEventParameterTrack" + +UFMODEventParameterTrack::UFMODEventParameterTrack(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ +#if WITH_EDITORONLY_DATA + TrackTint = FColor(0, 170, 255, 65); +#endif +} + +FMovieSceneEvalTemplatePtr UFMODEventParameterTrack::CreateTemplateForSection(const UMovieSceneSection &InSection) const +{ + return FFMODEventParameterSectionTemplate(*CastChecked(&InSection), *this); +} + +UMovieSceneSection *UFMODEventParameterTrack::CreateNewSection() +{ + return NewObject(this, UMovieSceneParameterSection::StaticClass(), NAME_None, RF_Transactional); +} + +void UFMODEventParameterTrack::RemoveAllAnimationData() +{ + Sections.Empty(); +} + +bool UFMODEventParameterTrack::HasSection(const UMovieSceneSection &Section) const +{ + return Sections.Contains(&Section); +} + +void UFMODEventParameterTrack::AddSection(UMovieSceneSection &Section) +{ + Sections.Add(&Section); +} + +void UFMODEventParameterTrack::RemoveSection(UMovieSceneSection &Section) +{ + Sections.Remove(&Section); +} + +bool UFMODEventParameterTrack::IsEmpty() const +{ + return Sections.Num() == 0; +} + +const TArray &UFMODEventParameterTrack::GetAllSections() const +{ + return Sections; +} + +#if WITH_EDITORONLY_DATA +FText UFMODEventParameterTrack::GetDefaultDisplayName() const +{ + return LOCTEXT("DisplayName", "FMOD Event Parameter"); +} +#endif + +void UFMODEventParameterTrack::AddParameterKey(FName ParameterName, FFrameNumber Time, float Value) +{ + UMovieSceneParameterSection *NearestSection = Cast(MovieSceneHelpers::FindNearestSectionAtTime(Sections, Time)); + if (NearestSection == nullptr) + { + NearestSection = Cast(CreateNewSection()); + NearestSection->SetRange(TRange::Inclusive(Time, Time)); + Sections.Add(NearestSection); + } + NearestSection->AddScalarParameterKey(ParameterName, Time, Value); +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterTrack.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterTrack.h new file mode 100644 index 00000000..63e6658e --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Private/Sequencer/FMODEventParameterTrack.h @@ -0,0 +1,45 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "Sections/MovieSceneParameterSection.h" +#include "MovieSceneNameableTrack.h" +#include "Compilation/IMovieSceneTrackTemplateProducer.h" +#include "FMODEventParameterTrack.generated.h" + +/** Handles manipulation of event parameters in a movie scene. */ +UCLASS(MinimalAPI) +class UFMODEventParameterTrack : public UMovieSceneNameableTrack, public IMovieSceneTrackTemplateProducer +{ + GENERATED_UCLASS_BODY() + +public: + // UMovieSceneTrack interface + virtual UMovieSceneSection *CreateNewSection() override; + virtual void RemoveAllAnimationData() override; + virtual bool HasSection(const UMovieSceneSection &Section) const override; + virtual void AddSection(UMovieSceneSection &Section) override; + virtual void RemoveSection(UMovieSceneSection &Section) override; + virtual bool IsEmpty() const override; + virtual const TArray &GetAllSections() const override; + + // ~IMovieSceneTrackTemplateProducer interface + virtual FMovieSceneEvalTemplatePtr CreateTemplateForSection(const UMovieSceneSection &InSection) const override; + +// End UMovieSceneTrack interface + +#if WITH_EDITORONLY_DATA + virtual FText GetDefaultDisplayName() const override; +#endif + +public: + /** Adds a (scalar) event parameter key to the track. */ + void FMODSTUDIO_API AddParameterKey(FName ParameterName, FFrameNumber Time, float Value); + +private: + /** The sections owned by this track. */ + UPROPERTY() + TArray Sections; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod.h new file mode 100644 index 00000000..7ce3a622 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod.h @@ -0,0 +1,668 @@ +/* ======================================================================================== */ +/* FMOD Core API - C header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header in conjunction with fmod_common.h (which contains all the constants / */ +/* callbacks) to develop using the C interface */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/core-api.html */ +/* ======================================================================================== */ + +#ifndef _FMOD_H +#define _FMOD_H + +#include "fmod_common.h" + +#ifdef __cplusplus +extern "C" +{ +#endif + +/* + FMOD global system functions (optional). +*/ +FMOD_RESULT F_API FMOD_Memory_Initialize (void *poolmem, int poollen, FMOD_MEMORY_ALLOC_CALLBACK useralloc, FMOD_MEMORY_REALLOC_CALLBACK userrealloc, FMOD_MEMORY_FREE_CALLBACK userfree, FMOD_MEMORY_TYPE memtypeflags); +FMOD_RESULT F_API FMOD_Memory_GetStats (int *currentalloced, int *maxalloced, FMOD_BOOL blocking); +FMOD_RESULT F_API FMOD_Debug_Initialize (FMOD_DEBUG_FLAGS flags, FMOD_DEBUG_MODE mode, FMOD_DEBUG_CALLBACK callback, const char *filename); +FMOD_RESULT F_API FMOD_File_SetDiskBusy (int busy); +FMOD_RESULT F_API FMOD_File_GetDiskBusy (int *busy); +FMOD_RESULT F_API FMOD_Thread_SetAttributes (FMOD_THREAD_TYPE type, FMOD_THREAD_AFFINITY affinity, FMOD_THREAD_PRIORITY priority, FMOD_THREAD_STACK_SIZE stacksize); + +/* + FMOD System factory functions. Use this to create an FMOD System Instance. below you will see FMOD_System_Init/Close to get started. +*/ +FMOD_RESULT F_API FMOD_System_Create (FMOD_SYSTEM **system, unsigned int headerversion); +FMOD_RESULT F_API FMOD_System_Release (FMOD_SYSTEM *system); + +/* + 'System' API +*/ + +/* Setup functions. */ +FMOD_RESULT F_API FMOD_System_SetOutput (FMOD_SYSTEM *system, FMOD_OUTPUTTYPE output); +FMOD_RESULT F_API FMOD_System_GetOutput (FMOD_SYSTEM *system, FMOD_OUTPUTTYPE *output); +FMOD_RESULT F_API FMOD_System_GetNumDrivers (FMOD_SYSTEM *system, int *numdrivers); +FMOD_RESULT F_API FMOD_System_GetDriverInfo (FMOD_SYSTEM *system, int id, char *name, int namelen, FMOD_GUID *guid, int *systemrate, FMOD_SPEAKERMODE *speakermode, int *speakermodechannels); +FMOD_RESULT F_API FMOD_System_SetDriver (FMOD_SYSTEM *system, int driver); +FMOD_RESULT F_API FMOD_System_GetDriver (FMOD_SYSTEM *system, int *driver); +FMOD_RESULT F_API FMOD_System_SetSoftwareChannels (FMOD_SYSTEM *system, int numsoftwarechannels); +FMOD_RESULT F_API FMOD_System_GetSoftwareChannels (FMOD_SYSTEM *system, int *numsoftwarechannels); +FMOD_RESULT F_API FMOD_System_SetSoftwareFormat (FMOD_SYSTEM *system, int samplerate, FMOD_SPEAKERMODE speakermode, int numrawspeakers); +FMOD_RESULT F_API FMOD_System_GetSoftwareFormat (FMOD_SYSTEM *system, int *samplerate, FMOD_SPEAKERMODE *speakermode, int *numrawspeakers); +FMOD_RESULT F_API FMOD_System_SetDSPBufferSize (FMOD_SYSTEM *system, unsigned int bufferlength, int numbuffers); +FMOD_RESULT F_API FMOD_System_GetDSPBufferSize (FMOD_SYSTEM *system, unsigned int *bufferlength, int *numbuffers); +FMOD_RESULT F_API FMOD_System_SetFileSystem (FMOD_SYSTEM *system, FMOD_FILE_OPEN_CALLBACK useropen, FMOD_FILE_CLOSE_CALLBACK userclose, FMOD_FILE_READ_CALLBACK userread, FMOD_FILE_SEEK_CALLBACK userseek, FMOD_FILE_ASYNCREAD_CALLBACK userasyncread, FMOD_FILE_ASYNCCANCEL_CALLBACK userasynccancel, int blockalign); +FMOD_RESULT F_API FMOD_System_AttachFileSystem (FMOD_SYSTEM *system, FMOD_FILE_OPEN_CALLBACK useropen, FMOD_FILE_CLOSE_CALLBACK userclose, FMOD_FILE_READ_CALLBACK userread, FMOD_FILE_SEEK_CALLBACK userseek); +FMOD_RESULT F_API FMOD_System_SetAdvancedSettings (FMOD_SYSTEM *system, FMOD_ADVANCEDSETTINGS *settings); +FMOD_RESULT F_API FMOD_System_GetAdvancedSettings (FMOD_SYSTEM *system, FMOD_ADVANCEDSETTINGS *settings); +FMOD_RESULT F_API FMOD_System_SetCallback (FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK callback, FMOD_SYSTEM_CALLBACK_TYPE callbackmask); + +/* Plug-in support. */ +FMOD_RESULT F_API FMOD_System_SetPluginPath (FMOD_SYSTEM *system, const char *path); +FMOD_RESULT F_API FMOD_System_LoadPlugin (FMOD_SYSTEM *system, const char *filename, unsigned int *handle, unsigned int priority); +FMOD_RESULT F_API FMOD_System_UnloadPlugin (FMOD_SYSTEM *system, unsigned int handle); +FMOD_RESULT F_API FMOD_System_GetNumNestedPlugins (FMOD_SYSTEM *system, unsigned int handle, int *count); +FMOD_RESULT F_API FMOD_System_GetNestedPlugin (FMOD_SYSTEM *system, unsigned int handle, int index, unsigned int *nestedhandle); +FMOD_RESULT F_API FMOD_System_GetNumPlugins (FMOD_SYSTEM *system, FMOD_PLUGINTYPE plugintype, int *numplugins); +FMOD_RESULT F_API FMOD_System_GetPluginHandle (FMOD_SYSTEM *system, FMOD_PLUGINTYPE plugintype, int index, unsigned int *handle); +FMOD_RESULT F_API FMOD_System_GetPluginInfo (FMOD_SYSTEM *system, unsigned int handle, FMOD_PLUGINTYPE *plugintype, char *name, int namelen, unsigned int *version); +FMOD_RESULT F_API FMOD_System_SetOutputByPlugin (FMOD_SYSTEM *system, unsigned int handle); +FMOD_RESULT F_API FMOD_System_GetOutputByPlugin (FMOD_SYSTEM *system, unsigned int *handle); +FMOD_RESULT F_API FMOD_System_CreateDSPByPlugin (FMOD_SYSTEM *system, unsigned int handle, FMOD_DSP **dsp); +FMOD_RESULT F_API FMOD_System_GetDSPInfoByPlugin (FMOD_SYSTEM *system, unsigned int handle, const FMOD_DSP_DESCRIPTION **description); +FMOD_RESULT F_API FMOD_System_RegisterCodec (FMOD_SYSTEM *system, FMOD_CODEC_DESCRIPTION *description, unsigned int *handle, unsigned int priority); +FMOD_RESULT F_API FMOD_System_RegisterDSP (FMOD_SYSTEM *system, const FMOD_DSP_DESCRIPTION *description, unsigned int *handle); +FMOD_RESULT F_API FMOD_System_RegisterOutput (FMOD_SYSTEM *system, const FMOD_OUTPUT_DESCRIPTION *description, unsigned int *handle); + +/* Init/Close. */ +FMOD_RESULT F_API FMOD_System_Init (FMOD_SYSTEM *system, int maxchannels, FMOD_INITFLAGS flags, void *extradriverdata); +FMOD_RESULT F_API FMOD_System_Close (FMOD_SYSTEM *system); + +/* General post-init system functions. */ +FMOD_RESULT F_API FMOD_System_Update (FMOD_SYSTEM *system); +FMOD_RESULT F_API FMOD_System_SetSpeakerPosition (FMOD_SYSTEM *system, FMOD_SPEAKER speaker, float x, float y, FMOD_BOOL active); +FMOD_RESULT F_API FMOD_System_GetSpeakerPosition (FMOD_SYSTEM *system, FMOD_SPEAKER speaker, float *x, float *y, FMOD_BOOL *active); +FMOD_RESULT F_API FMOD_System_SetStreamBufferSize (FMOD_SYSTEM *system, unsigned int filebuffersize, FMOD_TIMEUNIT filebuffersizetype); +FMOD_RESULT F_API FMOD_System_GetStreamBufferSize (FMOD_SYSTEM *system, unsigned int *filebuffersize, FMOD_TIMEUNIT *filebuffersizetype); +FMOD_RESULT F_API FMOD_System_Set3DSettings (FMOD_SYSTEM *system, float dopplerscale, float distancefactor, float rolloffscale); +FMOD_RESULT F_API FMOD_System_Get3DSettings (FMOD_SYSTEM *system, float *dopplerscale, float *distancefactor, float *rolloffscale); +FMOD_RESULT F_API FMOD_System_Set3DNumListeners (FMOD_SYSTEM *system, int numlisteners); +FMOD_RESULT F_API FMOD_System_Get3DNumListeners (FMOD_SYSTEM *system, int *numlisteners); +FMOD_RESULT F_API FMOD_System_Set3DListenerAttributes (FMOD_SYSTEM *system, int listener, const FMOD_VECTOR *pos, const FMOD_VECTOR *vel, const FMOD_VECTOR *forward, const FMOD_VECTOR *up); +FMOD_RESULT F_API FMOD_System_Get3DListenerAttributes (FMOD_SYSTEM *system, int listener, FMOD_VECTOR *pos, FMOD_VECTOR *vel, FMOD_VECTOR *forward, FMOD_VECTOR *up); +FMOD_RESULT F_API FMOD_System_Set3DRolloffCallback (FMOD_SYSTEM *system, FMOD_3D_ROLLOFF_CALLBACK callback); +FMOD_RESULT F_API FMOD_System_MixerSuspend (FMOD_SYSTEM *system); +FMOD_RESULT F_API FMOD_System_MixerResume (FMOD_SYSTEM *system); +FMOD_RESULT F_API FMOD_System_GetDefaultMixMatrix (FMOD_SYSTEM *system, FMOD_SPEAKERMODE sourcespeakermode, FMOD_SPEAKERMODE targetspeakermode, float *matrix, int matrixhop); +FMOD_RESULT F_API FMOD_System_GetSpeakerModeChannels (FMOD_SYSTEM *system, FMOD_SPEAKERMODE mode, int *channels); + +/* System information functions. */ +FMOD_RESULT F_API FMOD_System_GetVersion (FMOD_SYSTEM *system, unsigned int *version); +FMOD_RESULT F_API FMOD_System_GetOutputHandle (FMOD_SYSTEM *system, void **handle); +FMOD_RESULT F_API FMOD_System_GetChannelsPlaying (FMOD_SYSTEM *system, int *channels, int *realchannels); +FMOD_RESULT F_API FMOD_System_GetCPUUsage (FMOD_SYSTEM *system, FMOD_CPU_USAGE *usage); +FMOD_RESULT F_API FMOD_System_GetFileUsage (FMOD_SYSTEM *system, long long *sampleBytesRead, long long *streamBytesRead, long long *otherBytesRead); + +/* Sound/DSP/Channel/FX creation and retrieval. */ +FMOD_RESULT F_API FMOD_System_CreateSound (FMOD_SYSTEM *system, const char *name_or_data, FMOD_MODE mode, FMOD_CREATESOUNDEXINFO *exinfo, FMOD_SOUND **sound); +FMOD_RESULT F_API FMOD_System_CreateStream (FMOD_SYSTEM *system, const char *name_or_data, FMOD_MODE mode, FMOD_CREATESOUNDEXINFO *exinfo, FMOD_SOUND **sound); +FMOD_RESULT F_API FMOD_System_CreateDSP (FMOD_SYSTEM *system, const FMOD_DSP_DESCRIPTION *description, FMOD_DSP **dsp); +FMOD_RESULT F_API FMOD_System_CreateDSPByType (FMOD_SYSTEM *system, FMOD_DSP_TYPE type, FMOD_DSP **dsp); +FMOD_RESULT F_API FMOD_System_CreateChannelGroup (FMOD_SYSTEM *system, const char *name, FMOD_CHANNELGROUP **channelgroup); +FMOD_RESULT F_API FMOD_System_CreateSoundGroup (FMOD_SYSTEM *system, const char *name, FMOD_SOUNDGROUP **soundgroup); +FMOD_RESULT F_API FMOD_System_CreateReverb3D (FMOD_SYSTEM *system, FMOD_REVERB3D **reverb); +FMOD_RESULT F_API FMOD_System_PlaySound (FMOD_SYSTEM *system, FMOD_SOUND *sound, FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL paused, FMOD_CHANNEL **channel); +FMOD_RESULT F_API FMOD_System_PlayDSP (FMOD_SYSTEM *system, FMOD_DSP *dsp, FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL paused, FMOD_CHANNEL **channel); +FMOD_RESULT F_API FMOD_System_GetChannel (FMOD_SYSTEM *system, int channelid, FMOD_CHANNEL **channel); +FMOD_RESULT F_API FMOD_System_GetDSPInfoByType (FMOD_SYSTEM *system, FMOD_DSP_TYPE type, const FMOD_DSP_DESCRIPTION **description); +FMOD_RESULT F_API FMOD_System_GetMasterChannelGroup (FMOD_SYSTEM *system, FMOD_CHANNELGROUP **channelgroup); +FMOD_RESULT F_API FMOD_System_GetMasterSoundGroup (FMOD_SYSTEM *system, FMOD_SOUNDGROUP **soundgroup); + +/* Routing to ports. */ +FMOD_RESULT F_API FMOD_System_AttachChannelGroupToPort (FMOD_SYSTEM *system, FMOD_PORT_TYPE portType, FMOD_PORT_INDEX portIndex, FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL passThru); +FMOD_RESULT F_API FMOD_System_DetachChannelGroupFromPort(FMOD_SYSTEM *system, FMOD_CHANNELGROUP *channelgroup); + +/* Reverb API. */ +FMOD_RESULT F_API FMOD_System_SetReverbProperties (FMOD_SYSTEM *system, int instance, const FMOD_REVERB_PROPERTIES *prop); +FMOD_RESULT F_API FMOD_System_GetReverbProperties (FMOD_SYSTEM *system, int instance, FMOD_REVERB_PROPERTIES *prop); + +/* System level DSP functionality. */ +FMOD_RESULT F_API FMOD_System_LockDSP (FMOD_SYSTEM *system); +FMOD_RESULT F_API FMOD_System_UnlockDSP (FMOD_SYSTEM *system); + +/* Recording API. */ +FMOD_RESULT F_API FMOD_System_GetRecordNumDrivers (FMOD_SYSTEM *system, int *numdrivers, int *numconnected); +FMOD_RESULT F_API FMOD_System_GetRecordDriverInfo (FMOD_SYSTEM *system, int id, char *name, int namelen, FMOD_GUID *guid, int *systemrate, FMOD_SPEAKERMODE *speakermode, int *speakermodechannels, FMOD_DRIVER_STATE *state); +FMOD_RESULT F_API FMOD_System_GetRecordPosition (FMOD_SYSTEM *system, int id, unsigned int *position); +FMOD_RESULT F_API FMOD_System_RecordStart (FMOD_SYSTEM *system, int id, FMOD_SOUND *sound, FMOD_BOOL loop); +FMOD_RESULT F_API FMOD_System_RecordStop (FMOD_SYSTEM *system, int id); +FMOD_RESULT F_API FMOD_System_IsRecording (FMOD_SYSTEM *system, int id, FMOD_BOOL *recording); + +/* Geometry API. */ +FMOD_RESULT F_API FMOD_System_CreateGeometry (FMOD_SYSTEM *system, int maxpolygons, int maxvertices, FMOD_GEOMETRY **geometry); +FMOD_RESULT F_API FMOD_System_SetGeometrySettings (FMOD_SYSTEM *system, float maxworldsize); +FMOD_RESULT F_API FMOD_System_GetGeometrySettings (FMOD_SYSTEM *system, float *maxworldsize); +FMOD_RESULT F_API FMOD_System_LoadGeometry (FMOD_SYSTEM *system, const void *data, int datasize, FMOD_GEOMETRY **geometry); +FMOD_RESULT F_API FMOD_System_GetGeometryOcclusion (FMOD_SYSTEM *system, const FMOD_VECTOR *listener, const FMOD_VECTOR *source, float *direct, float *reverb); + +/* Network functions. */ +FMOD_RESULT F_API FMOD_System_SetNetworkProxy (FMOD_SYSTEM *system, const char *proxy); +FMOD_RESULT F_API FMOD_System_GetNetworkProxy (FMOD_SYSTEM *system, char *proxy, int proxylen); +FMOD_RESULT F_API FMOD_System_SetNetworkTimeout (FMOD_SYSTEM *system, int timeout); +FMOD_RESULT F_API FMOD_System_GetNetworkTimeout (FMOD_SYSTEM *system, int *timeout); + +/* Userdata set/get. */ +FMOD_RESULT F_API FMOD_System_SetUserData (FMOD_SYSTEM *system, void *userdata); +FMOD_RESULT F_API FMOD_System_GetUserData (FMOD_SYSTEM *system, void **userdata); + +/* Sound API +*/ + +FMOD_RESULT F_API FMOD_Sound_Release (FMOD_SOUND *sound); +FMOD_RESULT F_API FMOD_Sound_GetSystemObject (FMOD_SOUND *sound, FMOD_SYSTEM **system); + +/* + Standard sound manipulation functions. +*/ + +FMOD_RESULT F_API FMOD_Sound_Lock (FMOD_SOUND *sound, unsigned int offset, unsigned int length, void **ptr1, void **ptr2, unsigned int *len1, unsigned int *len2); +FMOD_RESULT F_API FMOD_Sound_Unlock (FMOD_SOUND *sound, void *ptr1, void *ptr2, unsigned int len1, unsigned int len2); +FMOD_RESULT F_API FMOD_Sound_SetDefaults (FMOD_SOUND *sound, float frequency, int priority); +FMOD_RESULT F_API FMOD_Sound_GetDefaults (FMOD_SOUND *sound, float *frequency, int *priority); +FMOD_RESULT F_API FMOD_Sound_Set3DMinMaxDistance (FMOD_SOUND *sound, float min, float max); +FMOD_RESULT F_API FMOD_Sound_Get3DMinMaxDistance (FMOD_SOUND *sound, float *min, float *max); +FMOD_RESULT F_API FMOD_Sound_Set3DConeSettings (FMOD_SOUND *sound, float insideconeangle, float outsideconeangle, float outsidevolume); +FMOD_RESULT F_API FMOD_Sound_Get3DConeSettings (FMOD_SOUND *sound, float *insideconeangle, float *outsideconeangle, float *outsidevolume); +FMOD_RESULT F_API FMOD_Sound_Set3DCustomRolloff (FMOD_SOUND *sound, FMOD_VECTOR *points, int numpoints); +FMOD_RESULT F_API FMOD_Sound_Get3DCustomRolloff (FMOD_SOUND *sound, FMOD_VECTOR **points, int *numpoints); +FMOD_RESULT F_API FMOD_Sound_GetSubSound (FMOD_SOUND *sound, int index, FMOD_SOUND **subsound); +FMOD_RESULT F_API FMOD_Sound_GetSubSoundParent (FMOD_SOUND *sound, FMOD_SOUND **parentsound); +FMOD_RESULT F_API FMOD_Sound_GetName (FMOD_SOUND *sound, char *name, int namelen); +FMOD_RESULT F_API FMOD_Sound_GetLength (FMOD_SOUND *sound, unsigned int *length, FMOD_TIMEUNIT lengthtype); +FMOD_RESULT F_API FMOD_Sound_GetFormat (FMOD_SOUND *sound, FMOD_SOUND_TYPE *type, FMOD_SOUND_FORMAT *format, int *channels, int *bits); +FMOD_RESULT F_API FMOD_Sound_GetNumSubSounds (FMOD_SOUND *sound, int *numsubsounds); +FMOD_RESULT F_API FMOD_Sound_GetNumTags (FMOD_SOUND *sound, int *numtags, int *numtagsupdated); +FMOD_RESULT F_API FMOD_Sound_GetTag (FMOD_SOUND *sound, const char *name, int index, FMOD_TAG *tag); +FMOD_RESULT F_API FMOD_Sound_GetOpenState (FMOD_SOUND *sound, FMOD_OPENSTATE *openstate, unsigned int *percentbuffered, FMOD_BOOL *starving, FMOD_BOOL *diskbusy); +FMOD_RESULT F_API FMOD_Sound_ReadData (FMOD_SOUND *sound, void *buffer, unsigned int length, unsigned int *read); +FMOD_RESULT F_API FMOD_Sound_SeekData (FMOD_SOUND *sound, unsigned int pcm); + +FMOD_RESULT F_API FMOD_Sound_SetSoundGroup (FMOD_SOUND *sound, FMOD_SOUNDGROUP *soundgroup); +FMOD_RESULT F_API FMOD_Sound_GetSoundGroup (FMOD_SOUND *sound, FMOD_SOUNDGROUP **soundgroup); + +/* + Synchronization point API. These points can come from markers embedded in wav files, and can also generate channel callbacks. +*/ + +FMOD_RESULT F_API FMOD_Sound_GetNumSyncPoints (FMOD_SOUND *sound, int *numsyncpoints); +FMOD_RESULT F_API FMOD_Sound_GetSyncPoint (FMOD_SOUND *sound, int index, FMOD_SYNCPOINT **point); +FMOD_RESULT F_API FMOD_Sound_GetSyncPointInfo (FMOD_SOUND *sound, FMOD_SYNCPOINT *point, char *name, int namelen, unsigned int *offset, FMOD_TIMEUNIT offsettype); +FMOD_RESULT F_API FMOD_Sound_AddSyncPoint (FMOD_SOUND *sound, unsigned int offset, FMOD_TIMEUNIT offsettype, const char *name, FMOD_SYNCPOINT **point); +FMOD_RESULT F_API FMOD_Sound_DeleteSyncPoint (FMOD_SOUND *sound, FMOD_SYNCPOINT *point); + +/* + Functions also in Channel class but here they are the 'default' to save having to change it in Channel all the time. +*/ + +FMOD_RESULT F_API FMOD_Sound_SetMode (FMOD_SOUND *sound, FMOD_MODE mode); +FMOD_RESULT F_API FMOD_Sound_GetMode (FMOD_SOUND *sound, FMOD_MODE *mode); +FMOD_RESULT F_API FMOD_Sound_SetLoopCount (FMOD_SOUND *sound, int loopcount); +FMOD_RESULT F_API FMOD_Sound_GetLoopCount (FMOD_SOUND *sound, int *loopcount); +FMOD_RESULT F_API FMOD_Sound_SetLoopPoints (FMOD_SOUND *sound, unsigned int loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int loopend, FMOD_TIMEUNIT loopendtype); +FMOD_RESULT F_API FMOD_Sound_GetLoopPoints (FMOD_SOUND *sound, unsigned int *loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int *loopend, FMOD_TIMEUNIT loopendtype); + +/* + For MOD/S3M/XM/IT/MID sequenced formats only. +*/ + +FMOD_RESULT F_API FMOD_Sound_GetMusicNumChannels (FMOD_SOUND *sound, int *numchannels); +FMOD_RESULT F_API FMOD_Sound_SetMusicChannelVolume (FMOD_SOUND *sound, int channel, float volume); +FMOD_RESULT F_API FMOD_Sound_GetMusicChannelVolume (FMOD_SOUND *sound, int channel, float *volume); +FMOD_RESULT F_API FMOD_Sound_SetMusicSpeed (FMOD_SOUND *sound, float speed); +FMOD_RESULT F_API FMOD_Sound_GetMusicSpeed (FMOD_SOUND *sound, float *speed); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_Sound_SetUserData (FMOD_SOUND *sound, void *userdata); +FMOD_RESULT F_API FMOD_Sound_GetUserData (FMOD_SOUND *sound, void **userdata); + +/* + 'Channel' API +*/ + +FMOD_RESULT F_API FMOD_Channel_GetSystemObject (FMOD_CHANNEL *channel, FMOD_SYSTEM **system); + +/* + General control functionality for Channels and ChannelGroups. +*/ + +FMOD_RESULT F_API FMOD_Channel_Stop (FMOD_CHANNEL *channel); +FMOD_RESULT F_API FMOD_Channel_SetPaused (FMOD_CHANNEL *channel, FMOD_BOOL paused); +FMOD_RESULT F_API FMOD_Channel_GetPaused (FMOD_CHANNEL *channel, FMOD_BOOL *paused); +FMOD_RESULT F_API FMOD_Channel_SetVolume (FMOD_CHANNEL *channel, float volume); +FMOD_RESULT F_API FMOD_Channel_GetVolume (FMOD_CHANNEL *channel, float *volume); +FMOD_RESULT F_API FMOD_Channel_SetVolumeRamp (FMOD_CHANNEL *channel, FMOD_BOOL ramp); +FMOD_RESULT F_API FMOD_Channel_GetVolumeRamp (FMOD_CHANNEL *channel, FMOD_BOOL *ramp); +FMOD_RESULT F_API FMOD_Channel_GetAudibility (FMOD_CHANNEL *channel, float *audibility); +FMOD_RESULT F_API FMOD_Channel_SetPitch (FMOD_CHANNEL *channel, float pitch); +FMOD_RESULT F_API FMOD_Channel_GetPitch (FMOD_CHANNEL *channel, float *pitch); +FMOD_RESULT F_API FMOD_Channel_SetMute (FMOD_CHANNEL *channel, FMOD_BOOL mute); +FMOD_RESULT F_API FMOD_Channel_GetMute (FMOD_CHANNEL *channel, FMOD_BOOL *mute); +FMOD_RESULT F_API FMOD_Channel_SetReverbProperties (FMOD_CHANNEL *channel, int instance, float wet); +FMOD_RESULT F_API FMOD_Channel_GetReverbProperties (FMOD_CHANNEL *channel, int instance, float *wet); +FMOD_RESULT F_API FMOD_Channel_SetLowPassGain (FMOD_CHANNEL *channel, float gain); +FMOD_RESULT F_API FMOD_Channel_GetLowPassGain (FMOD_CHANNEL *channel, float *gain); +FMOD_RESULT F_API FMOD_Channel_SetMode (FMOD_CHANNEL *channel, FMOD_MODE mode); +FMOD_RESULT F_API FMOD_Channel_GetMode (FMOD_CHANNEL *channel, FMOD_MODE *mode); +FMOD_RESULT F_API FMOD_Channel_SetCallback (FMOD_CHANNEL *channel, FMOD_CHANNELCONTROL_CALLBACK callback); +FMOD_RESULT F_API FMOD_Channel_IsPlaying (FMOD_CHANNEL *channel, FMOD_BOOL *isplaying); + +/* + Note all 'set' functions alter a final matrix, this is why the only get function is getMixMatrix, to avoid other get functions returning incorrect/obsolete values. +*/ + +FMOD_RESULT F_API FMOD_Channel_SetPan (FMOD_CHANNEL *channel, float pan); +FMOD_RESULT F_API FMOD_Channel_SetMixLevelsOutput (FMOD_CHANNEL *channel, float frontleft, float frontright, float center, float lfe, float surroundleft, float surroundright, float backleft, float backright); +FMOD_RESULT F_API FMOD_Channel_SetMixLevelsInput (FMOD_CHANNEL *channel, float *levels, int numlevels); +FMOD_RESULT F_API FMOD_Channel_SetMixMatrix (FMOD_CHANNEL *channel, float *matrix, int outchannels, int inchannels, int inchannel_hop); +FMOD_RESULT F_API FMOD_Channel_GetMixMatrix (FMOD_CHANNEL *channel, float *matrix, int *outchannels, int *inchannels, int inchannel_hop); + +/* + Clock based functionality. +*/ + +FMOD_RESULT F_API FMOD_Channel_GetDSPClock (FMOD_CHANNEL *channel, unsigned long long *dspclock, unsigned long long *parentclock); +FMOD_RESULT F_API FMOD_Channel_SetDelay (FMOD_CHANNEL *channel, unsigned long long dspclock_start, unsigned long long dspclock_end, FMOD_BOOL stopchannels); +FMOD_RESULT F_API FMOD_Channel_GetDelay (FMOD_CHANNEL *channel, unsigned long long *dspclock_start, unsigned long long *dspclock_end, FMOD_BOOL *stopchannels); +FMOD_RESULT F_API FMOD_Channel_AddFadePoint (FMOD_CHANNEL *channel, unsigned long long dspclock, float volume); +FMOD_RESULT F_API FMOD_Channel_SetFadePointRamp (FMOD_CHANNEL *channel, unsigned long long dspclock, float volume); +FMOD_RESULT F_API FMOD_Channel_RemoveFadePoints (FMOD_CHANNEL *channel, unsigned long long dspclock_start, unsigned long long dspclock_end); +FMOD_RESULT F_API FMOD_Channel_GetFadePoints (FMOD_CHANNEL *channel, unsigned int *numpoints, unsigned long long *point_dspclock, float *point_volume); + +/* + DSP effects. +*/ + +FMOD_RESULT F_API FMOD_Channel_GetDSP (FMOD_CHANNEL *channel, int index, FMOD_DSP **dsp); +FMOD_RESULT F_API FMOD_Channel_AddDSP (FMOD_CHANNEL *channel, int index, FMOD_DSP *dsp); +FMOD_RESULT F_API FMOD_Channel_RemoveDSP (FMOD_CHANNEL *channel, FMOD_DSP *dsp); +FMOD_RESULT F_API FMOD_Channel_GetNumDSPs (FMOD_CHANNEL *channel, int *numdsps); +FMOD_RESULT F_API FMOD_Channel_SetDSPIndex (FMOD_CHANNEL *channel, FMOD_DSP *dsp, int index); +FMOD_RESULT F_API FMOD_Channel_GetDSPIndex (FMOD_CHANNEL *channel, FMOD_DSP *dsp, int *index); + +/* + 3D functionality. +*/ + +FMOD_RESULT F_API FMOD_Channel_Set3DAttributes (FMOD_CHANNEL *channel, const FMOD_VECTOR *pos, const FMOD_VECTOR *vel); +FMOD_RESULT F_API FMOD_Channel_Get3DAttributes (FMOD_CHANNEL *channel, FMOD_VECTOR *pos, FMOD_VECTOR *vel); +FMOD_RESULT F_API FMOD_Channel_Set3DMinMaxDistance (FMOD_CHANNEL *channel, float mindistance, float maxdistance); +FMOD_RESULT F_API FMOD_Channel_Get3DMinMaxDistance (FMOD_CHANNEL *channel, float *mindistance, float *maxdistance); +FMOD_RESULT F_API FMOD_Channel_Set3DConeSettings (FMOD_CHANNEL *channel, float insideconeangle, float outsideconeangle, float outsidevolume); +FMOD_RESULT F_API FMOD_Channel_Get3DConeSettings (FMOD_CHANNEL *channel, float *insideconeangle, float *outsideconeangle, float *outsidevolume); +FMOD_RESULT F_API FMOD_Channel_Set3DConeOrientation (FMOD_CHANNEL *channel, FMOD_VECTOR *orientation); +FMOD_RESULT F_API FMOD_Channel_Get3DConeOrientation (FMOD_CHANNEL *channel, FMOD_VECTOR *orientation); +FMOD_RESULT F_API FMOD_Channel_Set3DCustomRolloff (FMOD_CHANNEL *channel, FMOD_VECTOR *points, int numpoints); +FMOD_RESULT F_API FMOD_Channel_Get3DCustomRolloff (FMOD_CHANNEL *channel, FMOD_VECTOR **points, int *numpoints); +FMOD_RESULT F_API FMOD_Channel_Set3DOcclusion (FMOD_CHANNEL *channel, float directocclusion, float reverbocclusion); +FMOD_RESULT F_API FMOD_Channel_Get3DOcclusion (FMOD_CHANNEL *channel, float *directocclusion, float *reverbocclusion); +FMOD_RESULT F_API FMOD_Channel_Set3DSpread (FMOD_CHANNEL *channel, float angle); +FMOD_RESULT F_API FMOD_Channel_Get3DSpread (FMOD_CHANNEL *channel, float *angle); +FMOD_RESULT F_API FMOD_Channel_Set3DLevel (FMOD_CHANNEL *channel, float level); +FMOD_RESULT F_API FMOD_Channel_Get3DLevel (FMOD_CHANNEL *channel, float *level); +FMOD_RESULT F_API FMOD_Channel_Set3DDopplerLevel (FMOD_CHANNEL *channel, float level); +FMOD_RESULT F_API FMOD_Channel_Get3DDopplerLevel (FMOD_CHANNEL *channel, float *level); +FMOD_RESULT F_API FMOD_Channel_Set3DDistanceFilter (FMOD_CHANNEL *channel, FMOD_BOOL custom, float customLevel, float centerFreq); +FMOD_RESULT F_API FMOD_Channel_Get3DDistanceFilter (FMOD_CHANNEL *channel, FMOD_BOOL *custom, float *customLevel, float *centerFreq); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_Channel_SetUserData (FMOD_CHANNEL *channel, void *userdata); +FMOD_RESULT F_API FMOD_Channel_GetUserData (FMOD_CHANNEL *channel, void **userdata); + +/* + Channel specific control functionality. +*/ + +FMOD_RESULT F_API FMOD_Channel_SetFrequency (FMOD_CHANNEL *channel, float frequency); +FMOD_RESULT F_API FMOD_Channel_GetFrequency (FMOD_CHANNEL *channel, float *frequency); +FMOD_RESULT F_API FMOD_Channel_SetPriority (FMOD_CHANNEL *channel, int priority); +FMOD_RESULT F_API FMOD_Channel_GetPriority (FMOD_CHANNEL *channel, int *priority); +FMOD_RESULT F_API FMOD_Channel_SetPosition (FMOD_CHANNEL *channel, unsigned int position, FMOD_TIMEUNIT postype); +FMOD_RESULT F_API FMOD_Channel_GetPosition (FMOD_CHANNEL *channel, unsigned int *position, FMOD_TIMEUNIT postype); +FMOD_RESULT F_API FMOD_Channel_SetChannelGroup (FMOD_CHANNEL *channel, FMOD_CHANNELGROUP *channelgroup); +FMOD_RESULT F_API FMOD_Channel_GetChannelGroup (FMOD_CHANNEL *channel, FMOD_CHANNELGROUP **channelgroup); +FMOD_RESULT F_API FMOD_Channel_SetLoopCount (FMOD_CHANNEL *channel, int loopcount); +FMOD_RESULT F_API FMOD_Channel_GetLoopCount (FMOD_CHANNEL *channel, int *loopcount); +FMOD_RESULT F_API FMOD_Channel_SetLoopPoints (FMOD_CHANNEL *channel, unsigned int loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int loopend, FMOD_TIMEUNIT loopendtype); +FMOD_RESULT F_API FMOD_Channel_GetLoopPoints (FMOD_CHANNEL *channel, unsigned int *loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int *loopend, FMOD_TIMEUNIT loopendtype); + +/* + Information only functions. +*/ + +FMOD_RESULT F_API FMOD_Channel_IsVirtual (FMOD_CHANNEL *channel, FMOD_BOOL *isvirtual); +FMOD_RESULT F_API FMOD_Channel_GetCurrentSound (FMOD_CHANNEL *channel, FMOD_SOUND **sound); +FMOD_RESULT F_API FMOD_Channel_GetIndex (FMOD_CHANNEL *channel, int *index); + +/* + 'ChannelGroup' API +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_GetSystemObject (FMOD_CHANNELGROUP *channelgroup, FMOD_SYSTEM **system); + +/* + General control functionality for Channels and ChannelGroups. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_Stop (FMOD_CHANNELGROUP *channelgroup); +FMOD_RESULT F_API FMOD_ChannelGroup_SetPaused (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL paused); +FMOD_RESULT F_API FMOD_ChannelGroup_GetPaused (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL *paused); +FMOD_RESULT F_API FMOD_ChannelGroup_SetVolume (FMOD_CHANNELGROUP *channelgroup, float volume); +FMOD_RESULT F_API FMOD_ChannelGroup_GetVolume (FMOD_CHANNELGROUP *channelgroup, float *volume); +FMOD_RESULT F_API FMOD_ChannelGroup_SetVolumeRamp (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL ramp); +FMOD_RESULT F_API FMOD_ChannelGroup_GetVolumeRamp (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL *ramp); +FMOD_RESULT F_API FMOD_ChannelGroup_GetAudibility (FMOD_CHANNELGROUP *channelgroup, float *audibility); +FMOD_RESULT F_API FMOD_ChannelGroup_SetPitch (FMOD_CHANNELGROUP *channelgroup, float pitch); +FMOD_RESULT F_API FMOD_ChannelGroup_GetPitch (FMOD_CHANNELGROUP *channelgroup, float *pitch); +FMOD_RESULT F_API FMOD_ChannelGroup_SetMute (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL mute); +FMOD_RESULT F_API FMOD_ChannelGroup_GetMute (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL *mute); +FMOD_RESULT F_API FMOD_ChannelGroup_SetReverbProperties (FMOD_CHANNELGROUP *channelgroup, int instance, float wet); +FMOD_RESULT F_API FMOD_ChannelGroup_GetReverbProperties (FMOD_CHANNELGROUP *channelgroup, int instance, float *wet); +FMOD_RESULT F_API FMOD_ChannelGroup_SetLowPassGain (FMOD_CHANNELGROUP *channelgroup, float gain); +FMOD_RESULT F_API FMOD_ChannelGroup_GetLowPassGain (FMOD_CHANNELGROUP *channelgroup, float *gain); +FMOD_RESULT F_API FMOD_ChannelGroup_SetMode (FMOD_CHANNELGROUP *channelgroup, FMOD_MODE mode); +FMOD_RESULT F_API FMOD_ChannelGroup_GetMode (FMOD_CHANNELGROUP *channelgroup, FMOD_MODE *mode); +FMOD_RESULT F_API FMOD_ChannelGroup_SetCallback (FMOD_CHANNELGROUP *channelgroup, FMOD_CHANNELCONTROL_CALLBACK callback); +FMOD_RESULT F_API FMOD_ChannelGroup_IsPlaying (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL *isplaying); + +/* + Note all 'set' functions alter a final matrix, this is why the only get function is getMixMatrix, to avoid other get functions returning incorrect/obsolete values. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_SetPan (FMOD_CHANNELGROUP *channelgroup, float pan); +FMOD_RESULT F_API FMOD_ChannelGroup_SetMixLevelsOutput (FMOD_CHANNELGROUP *channelgroup, float frontleft, float frontright, float center, float lfe, float surroundleft, float surroundright, float backleft, float backright); +FMOD_RESULT F_API FMOD_ChannelGroup_SetMixLevelsInput (FMOD_CHANNELGROUP *channelgroup, float *levels, int numlevels); +FMOD_RESULT F_API FMOD_ChannelGroup_SetMixMatrix (FMOD_CHANNELGROUP *channelgroup, float *matrix, int outchannels, int inchannels, int inchannel_hop); +FMOD_RESULT F_API FMOD_ChannelGroup_GetMixMatrix (FMOD_CHANNELGROUP *channelgroup, float *matrix, int *outchannels, int *inchannels, int inchannel_hop); + +/* + Clock based functionality. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_GetDSPClock (FMOD_CHANNELGROUP *channelgroup, unsigned long long *dspclock, unsigned long long *parentclock); +FMOD_RESULT F_API FMOD_ChannelGroup_SetDelay (FMOD_CHANNELGROUP *channelgroup, unsigned long long dspclock_start, unsigned long long dspclock_end, FMOD_BOOL stopchannels); +FMOD_RESULT F_API FMOD_ChannelGroup_GetDelay (FMOD_CHANNELGROUP *channelgroup, unsigned long long *dspclock_start, unsigned long long *dspclock_end, FMOD_BOOL *stopchannels); +FMOD_RESULT F_API FMOD_ChannelGroup_AddFadePoint (FMOD_CHANNELGROUP *channelgroup, unsigned long long dspclock, float volume); +FMOD_RESULT F_API FMOD_ChannelGroup_SetFadePointRamp (FMOD_CHANNELGROUP *channelgroup, unsigned long long dspclock, float volume); +FMOD_RESULT F_API FMOD_ChannelGroup_RemoveFadePoints (FMOD_CHANNELGROUP *channelgroup, unsigned long long dspclock_start, unsigned long long dspclock_end); +FMOD_RESULT F_API FMOD_ChannelGroup_GetFadePoints (FMOD_CHANNELGROUP *channelgroup, unsigned int *numpoints, unsigned long long *point_dspclock, float *point_volume); + +/* + DSP effects. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_GetDSP (FMOD_CHANNELGROUP *channelgroup, int index, FMOD_DSP **dsp); +FMOD_RESULT F_API FMOD_ChannelGroup_AddDSP (FMOD_CHANNELGROUP *channelgroup, int index, FMOD_DSP *dsp); +FMOD_RESULT F_API FMOD_ChannelGroup_RemoveDSP (FMOD_CHANNELGROUP *channelgroup, FMOD_DSP *dsp); +FMOD_RESULT F_API FMOD_ChannelGroup_GetNumDSPs (FMOD_CHANNELGROUP *channelgroup, int *numdsps); +FMOD_RESULT F_API FMOD_ChannelGroup_SetDSPIndex (FMOD_CHANNELGROUP *channelgroup, FMOD_DSP *dsp, int index); +FMOD_RESULT F_API FMOD_ChannelGroup_GetDSPIndex (FMOD_CHANNELGROUP *channelgroup, FMOD_DSP *dsp, int *index); + +/* + 3D functionality. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DAttributes (FMOD_CHANNELGROUP *channelgroup, const FMOD_VECTOR *pos, const FMOD_VECTOR *vel); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DAttributes (FMOD_CHANNELGROUP *channelgroup, FMOD_VECTOR *pos, FMOD_VECTOR *vel); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DMinMaxDistance (FMOD_CHANNELGROUP *channelgroup, float mindistance, float maxdistance); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DMinMaxDistance (FMOD_CHANNELGROUP *channelgroup, float *mindistance, float *maxdistance); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DConeSettings (FMOD_CHANNELGROUP *channelgroup, float insideconeangle, float outsideconeangle, float outsidevolume); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DConeSettings (FMOD_CHANNELGROUP *channelgroup, float *insideconeangle, float *outsideconeangle, float *outsidevolume); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DConeOrientation(FMOD_CHANNELGROUP *channelgroup, FMOD_VECTOR *orientation); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DConeOrientation(FMOD_CHANNELGROUP *channelgroup, FMOD_VECTOR *orientation); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DCustomRolloff (FMOD_CHANNELGROUP *channelgroup, FMOD_VECTOR *points, int numpoints); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DCustomRolloff (FMOD_CHANNELGROUP *channelgroup, FMOD_VECTOR **points, int *numpoints); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DOcclusion (FMOD_CHANNELGROUP *channelgroup, float directocclusion, float reverbocclusion); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DOcclusion (FMOD_CHANNELGROUP *channelgroup, float *directocclusion, float *reverbocclusion); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DSpread (FMOD_CHANNELGROUP *channelgroup, float angle); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DSpread (FMOD_CHANNELGROUP *channelgroup, float *angle); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DLevel (FMOD_CHANNELGROUP *channelgroup, float level); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DLevel (FMOD_CHANNELGROUP *channelgroup, float *level); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DDopplerLevel (FMOD_CHANNELGROUP *channelgroup, float level); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DDopplerLevel (FMOD_CHANNELGROUP *channelgroup, float *level); +FMOD_RESULT F_API FMOD_ChannelGroup_Set3DDistanceFilter (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL custom, float customLevel, float centerFreq); +FMOD_RESULT F_API FMOD_ChannelGroup_Get3DDistanceFilter (FMOD_CHANNELGROUP *channelgroup, FMOD_BOOL *custom, float *customLevel, float *centerFreq); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_SetUserData (FMOD_CHANNELGROUP *channelgroup, void *userdata); +FMOD_RESULT F_API FMOD_ChannelGroup_GetUserData (FMOD_CHANNELGROUP *channelgroup, void **userdata); + +FMOD_RESULT F_API FMOD_ChannelGroup_Release (FMOD_CHANNELGROUP *channelgroup); + +/* + Nested channel groups. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_AddGroup (FMOD_CHANNELGROUP *channelgroup, FMOD_CHANNELGROUP *group, FMOD_BOOL propagatedspclock, FMOD_DSPCONNECTION **connection); +FMOD_RESULT F_API FMOD_ChannelGroup_GetNumGroups (FMOD_CHANNELGROUP *channelgroup, int *numgroups); +FMOD_RESULT F_API FMOD_ChannelGroup_GetGroup (FMOD_CHANNELGROUP *channelgroup, int index, FMOD_CHANNELGROUP **group); +FMOD_RESULT F_API FMOD_ChannelGroup_GetParentGroup (FMOD_CHANNELGROUP *channelgroup, FMOD_CHANNELGROUP **group); + +/* + Information only functions. +*/ + +FMOD_RESULT F_API FMOD_ChannelGroup_GetName (FMOD_CHANNELGROUP *channelgroup, char *name, int namelen); +FMOD_RESULT F_API FMOD_ChannelGroup_GetNumChannels (FMOD_CHANNELGROUP *channelgroup, int *numchannels); +FMOD_RESULT F_API FMOD_ChannelGroup_GetChannel (FMOD_CHANNELGROUP *channelgroup, int index, FMOD_CHANNEL **channel); + +/* + 'SoundGroup' API +*/ + +FMOD_RESULT F_API FMOD_SoundGroup_Release (FMOD_SOUNDGROUP *soundgroup); +FMOD_RESULT F_API FMOD_SoundGroup_GetSystemObject (FMOD_SOUNDGROUP *soundgroup, FMOD_SYSTEM **system); + +/* + SoundGroup control functions. +*/ + +FMOD_RESULT F_API FMOD_SoundGroup_SetMaxAudible (FMOD_SOUNDGROUP *soundgroup, int maxaudible); +FMOD_RESULT F_API FMOD_SoundGroup_GetMaxAudible (FMOD_SOUNDGROUP *soundgroup, int *maxaudible); +FMOD_RESULT F_API FMOD_SoundGroup_SetMaxAudibleBehavior (FMOD_SOUNDGROUP *soundgroup, FMOD_SOUNDGROUP_BEHAVIOR behavior); +FMOD_RESULT F_API FMOD_SoundGroup_GetMaxAudibleBehavior (FMOD_SOUNDGROUP *soundgroup, FMOD_SOUNDGROUP_BEHAVIOR *behavior); +FMOD_RESULT F_API FMOD_SoundGroup_SetMuteFadeSpeed (FMOD_SOUNDGROUP *soundgroup, float speed); +FMOD_RESULT F_API FMOD_SoundGroup_GetMuteFadeSpeed (FMOD_SOUNDGROUP *soundgroup, float *speed); +FMOD_RESULT F_API FMOD_SoundGroup_SetVolume (FMOD_SOUNDGROUP *soundgroup, float volume); +FMOD_RESULT F_API FMOD_SoundGroup_GetVolume (FMOD_SOUNDGROUP *soundgroup, float *volume); +FMOD_RESULT F_API FMOD_SoundGroup_Stop (FMOD_SOUNDGROUP *soundgroup); + +/* + Information only functions. +*/ + +FMOD_RESULT F_API FMOD_SoundGroup_GetName (FMOD_SOUNDGROUP *soundgroup, char *name, int namelen); +FMOD_RESULT F_API FMOD_SoundGroup_GetNumSounds (FMOD_SOUNDGROUP *soundgroup, int *numsounds); +FMOD_RESULT F_API FMOD_SoundGroup_GetSound (FMOD_SOUNDGROUP *soundgroup, int index, FMOD_SOUND **sound); +FMOD_RESULT F_API FMOD_SoundGroup_GetNumPlaying (FMOD_SOUNDGROUP *soundgroup, int *numplaying); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_SoundGroup_SetUserData (FMOD_SOUNDGROUP *soundgroup, void *userdata); +FMOD_RESULT F_API FMOD_SoundGroup_GetUserData (FMOD_SOUNDGROUP *soundgroup, void **userdata); + +/* + 'DSP' API +*/ + +FMOD_RESULT F_API FMOD_DSP_Release (FMOD_DSP *dsp); +FMOD_RESULT F_API FMOD_DSP_GetSystemObject (FMOD_DSP *dsp, FMOD_SYSTEM **system); + +/* + Connection / disconnection / input and output enumeration. +*/ + +FMOD_RESULT F_API FMOD_DSP_AddInput (FMOD_DSP *dsp, FMOD_DSP *input, FMOD_DSPCONNECTION **connection, FMOD_DSPCONNECTION_TYPE type); +FMOD_RESULT F_API FMOD_DSP_DisconnectFrom (FMOD_DSP *dsp, FMOD_DSP *target, FMOD_DSPCONNECTION *connection); +FMOD_RESULT F_API FMOD_DSP_DisconnectAll (FMOD_DSP *dsp, FMOD_BOOL inputs, FMOD_BOOL outputs); +FMOD_RESULT F_API FMOD_DSP_GetNumInputs (FMOD_DSP *dsp, int *numinputs); +FMOD_RESULT F_API FMOD_DSP_GetNumOutputs (FMOD_DSP *dsp, int *numoutputs); +FMOD_RESULT F_API FMOD_DSP_GetInput (FMOD_DSP *dsp, int index, FMOD_DSP **input, FMOD_DSPCONNECTION **inputconnection); +FMOD_RESULT F_API FMOD_DSP_GetOutput (FMOD_DSP *dsp, int index, FMOD_DSP **output, FMOD_DSPCONNECTION **outputconnection); + +/* + DSP unit control. +*/ + +FMOD_RESULT F_API FMOD_DSP_SetActive (FMOD_DSP *dsp, FMOD_BOOL active); +FMOD_RESULT F_API FMOD_DSP_GetActive (FMOD_DSP *dsp, FMOD_BOOL *active); +FMOD_RESULT F_API FMOD_DSP_SetBypass (FMOD_DSP *dsp, FMOD_BOOL bypass); +FMOD_RESULT F_API FMOD_DSP_GetBypass (FMOD_DSP *dsp, FMOD_BOOL *bypass); +FMOD_RESULT F_API FMOD_DSP_SetWetDryMix (FMOD_DSP *dsp, float prewet, float postwet, float dry); +FMOD_RESULT F_API FMOD_DSP_GetWetDryMix (FMOD_DSP *dsp, float *prewet, float *postwet, float *dry); +FMOD_RESULT F_API FMOD_DSP_SetChannelFormat (FMOD_DSP *dsp, FMOD_CHANNELMASK channelmask, int numchannels, FMOD_SPEAKERMODE source_speakermode); +FMOD_RESULT F_API FMOD_DSP_GetChannelFormat (FMOD_DSP *dsp, FMOD_CHANNELMASK *channelmask, int *numchannels, FMOD_SPEAKERMODE *source_speakermode); +FMOD_RESULT F_API FMOD_DSP_GetOutputChannelFormat (FMOD_DSP *dsp, FMOD_CHANNELMASK inmask, int inchannels, FMOD_SPEAKERMODE inspeakermode, FMOD_CHANNELMASK *outmask, int *outchannels, FMOD_SPEAKERMODE *outspeakermode); +FMOD_RESULT F_API FMOD_DSP_Reset (FMOD_DSP *dsp); +FMOD_RESULT F_API FMOD_DSP_SetCallback (FMOD_DSP *dsp, FMOD_DSP_CALLBACK callback); + +/* + DSP parameter control. +*/ + +FMOD_RESULT F_API FMOD_DSP_SetParameterFloat (FMOD_DSP *dsp, int index, float value); +FMOD_RESULT F_API FMOD_DSP_SetParameterInt (FMOD_DSP *dsp, int index, int value); +FMOD_RESULT F_API FMOD_DSP_SetParameterBool (FMOD_DSP *dsp, int index, FMOD_BOOL value); +FMOD_RESULT F_API FMOD_DSP_SetParameterData (FMOD_DSP *dsp, int index, void *data, unsigned int length); +FMOD_RESULT F_API FMOD_DSP_GetParameterFloat (FMOD_DSP *dsp, int index, float *value, char *valuestr, int valuestrlen); +FMOD_RESULT F_API FMOD_DSP_GetParameterInt (FMOD_DSP *dsp, int index, int *value, char *valuestr, int valuestrlen); +FMOD_RESULT F_API FMOD_DSP_GetParameterBool (FMOD_DSP *dsp, int index, FMOD_BOOL *value, char *valuestr, int valuestrlen); +FMOD_RESULT F_API FMOD_DSP_GetParameterData (FMOD_DSP *dsp, int index, void **data, unsigned int *length, char *valuestr, int valuestrlen); +FMOD_RESULT F_API FMOD_DSP_GetNumParameters (FMOD_DSP *dsp, int *numparams); +FMOD_RESULT F_API FMOD_DSP_GetParameterInfo (FMOD_DSP *dsp, int index, FMOD_DSP_PARAMETER_DESC **desc); +FMOD_RESULT F_API FMOD_DSP_GetDataParameterIndex (FMOD_DSP *dsp, int datatype, int *index); +FMOD_RESULT F_API FMOD_DSP_ShowConfigDialog (FMOD_DSP *dsp, void *hwnd, FMOD_BOOL show); + +/* + DSP attributes. +*/ + +FMOD_RESULT F_API FMOD_DSP_GetInfo (FMOD_DSP *dsp, char *name, unsigned int *version, int *channels, int *configwidth, int *configheight); +FMOD_RESULT F_API FMOD_DSP_GetType (FMOD_DSP *dsp, FMOD_DSP_TYPE *type); +FMOD_RESULT F_API FMOD_DSP_GetIdle (FMOD_DSP *dsp, FMOD_BOOL *idle); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_DSP_SetUserData (FMOD_DSP *dsp, void *userdata); +FMOD_RESULT F_API FMOD_DSP_GetUserData (FMOD_DSP *dsp, void **userdata); + +/* + Metering. +*/ + +FMOD_RESULT F_API FMOD_DSP_SetMeteringEnabled (FMOD_DSP *dsp, FMOD_BOOL inputEnabled, FMOD_BOOL outputEnabled); +FMOD_RESULT F_API FMOD_DSP_GetMeteringEnabled (FMOD_DSP *dsp, FMOD_BOOL *inputEnabled, FMOD_BOOL *outputEnabled); +FMOD_RESULT F_API FMOD_DSP_GetMeteringInfo (FMOD_DSP *dsp, FMOD_DSP_METERING_INFO *inputInfo, FMOD_DSP_METERING_INFO *outputInfo); +FMOD_RESULT F_API FMOD_DSP_GetCPUUsage (FMOD_DSP *dsp, unsigned int *exclusive, unsigned int *inclusive); + +/* + 'DSPConnection' API +*/ + +FMOD_RESULT F_API FMOD_DSPConnection_GetInput (FMOD_DSPCONNECTION *dspconnection, FMOD_DSP **input); +FMOD_RESULT F_API FMOD_DSPConnection_GetOutput (FMOD_DSPCONNECTION *dspconnection, FMOD_DSP **output); +FMOD_RESULT F_API FMOD_DSPConnection_SetMix (FMOD_DSPCONNECTION *dspconnection, float volume); +FMOD_RESULT F_API FMOD_DSPConnection_GetMix (FMOD_DSPCONNECTION *dspconnection, float *volume); +FMOD_RESULT F_API FMOD_DSPConnection_SetMixMatrix (FMOD_DSPCONNECTION *dspconnection, float *matrix, int outchannels, int inchannels, int inchannel_hop); +FMOD_RESULT F_API FMOD_DSPConnection_GetMixMatrix (FMOD_DSPCONNECTION *dspconnection, float *matrix, int *outchannels, int *inchannels, int inchannel_hop); +FMOD_RESULT F_API FMOD_DSPConnection_GetType (FMOD_DSPCONNECTION *dspconnection, FMOD_DSPCONNECTION_TYPE *type); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_DSPConnection_SetUserData (FMOD_DSPCONNECTION *dspconnection, void *userdata); +FMOD_RESULT F_API FMOD_DSPConnection_GetUserData (FMOD_DSPCONNECTION *dspconnection, void **userdata); + +/* + 'Geometry' API +*/ + +FMOD_RESULT F_API FMOD_Geometry_Release (FMOD_GEOMETRY *geometry); + +/* + Polygon manipulation. +*/ + +FMOD_RESULT F_API FMOD_Geometry_AddPolygon (FMOD_GEOMETRY *geometry, float directocclusion, float reverbocclusion, FMOD_BOOL doublesided, int numvertices, const FMOD_VECTOR *vertices, int *polygonindex); +FMOD_RESULT F_API FMOD_Geometry_GetNumPolygons (FMOD_GEOMETRY *geometry, int *numpolygons); +FMOD_RESULT F_API FMOD_Geometry_GetMaxPolygons (FMOD_GEOMETRY *geometry, int *maxpolygons, int *maxvertices); +FMOD_RESULT F_API FMOD_Geometry_GetPolygonNumVertices (FMOD_GEOMETRY *geometry, int index, int *numvertices); +FMOD_RESULT F_API FMOD_Geometry_SetPolygonVertex (FMOD_GEOMETRY *geometry, int index, int vertexindex, const FMOD_VECTOR *vertex); +FMOD_RESULT F_API FMOD_Geometry_GetPolygonVertex (FMOD_GEOMETRY *geometry, int index, int vertexindex, FMOD_VECTOR *vertex); +FMOD_RESULT F_API FMOD_Geometry_SetPolygonAttributes (FMOD_GEOMETRY *geometry, int index, float directocclusion, float reverbocclusion, FMOD_BOOL doublesided); +FMOD_RESULT F_API FMOD_Geometry_GetPolygonAttributes (FMOD_GEOMETRY *geometry, int index, float *directocclusion, float *reverbocclusion, FMOD_BOOL *doublesided); + +/* + Object manipulation. +*/ + +FMOD_RESULT F_API FMOD_Geometry_SetActive (FMOD_GEOMETRY *geometry, FMOD_BOOL active); +FMOD_RESULT F_API FMOD_Geometry_GetActive (FMOD_GEOMETRY *geometry, FMOD_BOOL *active); +FMOD_RESULT F_API FMOD_Geometry_SetRotation (FMOD_GEOMETRY *geometry, const FMOD_VECTOR *forward, const FMOD_VECTOR *up); +FMOD_RESULT F_API FMOD_Geometry_GetRotation (FMOD_GEOMETRY *geometry, FMOD_VECTOR *forward, FMOD_VECTOR *up); +FMOD_RESULT F_API FMOD_Geometry_SetPosition (FMOD_GEOMETRY *geometry, const FMOD_VECTOR *position); +FMOD_RESULT F_API FMOD_Geometry_GetPosition (FMOD_GEOMETRY *geometry, FMOD_VECTOR *position); +FMOD_RESULT F_API FMOD_Geometry_SetScale (FMOD_GEOMETRY *geometry, const FMOD_VECTOR *scale); +FMOD_RESULT F_API FMOD_Geometry_GetScale (FMOD_GEOMETRY *geometry, FMOD_VECTOR *scale); +FMOD_RESULT F_API FMOD_Geometry_Save (FMOD_GEOMETRY *geometry, void *data, int *datasize); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_Geometry_SetUserData (FMOD_GEOMETRY *geometry, void *userdata); +FMOD_RESULT F_API FMOD_Geometry_GetUserData (FMOD_GEOMETRY *geometry, void **userdata); + +/* + 'Reverb3D' API +*/ + +FMOD_RESULT F_API FMOD_Reverb3D_Release (FMOD_REVERB3D *reverb3d); + +/* + Reverb manipulation. +*/ + +FMOD_RESULT F_API FMOD_Reverb3D_Set3DAttributes (FMOD_REVERB3D *reverb3d, const FMOD_VECTOR *position, float mindistance, float maxdistance); +FMOD_RESULT F_API FMOD_Reverb3D_Get3DAttributes (FMOD_REVERB3D *reverb3d, FMOD_VECTOR *position, float *mindistance, float *maxdistance); +FMOD_RESULT F_API FMOD_Reverb3D_SetProperties (FMOD_REVERB3D *reverb3d, const FMOD_REVERB_PROPERTIES *properties); +FMOD_RESULT F_API FMOD_Reverb3D_GetProperties (FMOD_REVERB3D *reverb3d, FMOD_REVERB_PROPERTIES *properties); +FMOD_RESULT F_API FMOD_Reverb3D_SetActive (FMOD_REVERB3D *reverb3d, FMOD_BOOL active); +FMOD_RESULT F_API FMOD_Reverb3D_GetActive (FMOD_REVERB3D *reverb3d, FMOD_BOOL *active); + +/* + Userdata set/get. +*/ + +FMOD_RESULT F_API FMOD_Reverb3D_SetUserData (FMOD_REVERB3D *reverb3d, void *userdata); +FMOD_RESULT F_API FMOD_Reverb3D_GetUserData (FMOD_REVERB3D *reverb3d, void **userdata); + +#ifdef __cplusplus +} +#endif + +#endif /* _FMOD_H */ diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod.hpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod.hpp new file mode 100644 index 00000000..8def4e09 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod.hpp @@ -0,0 +1,607 @@ +/* ======================================================================================== */ +/* FMOD Core API - C++ header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header in conjunction with fmod_common.h (which contains all the constants / */ +/* callbacks) to develop using the C++ language. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/core-api.html */ +/* ======================================================================================== */ +#ifndef _FMOD_HPP +#define _FMOD_HPP + +#include "fmod_common.h" +#include "fmod.h" + +/* + FMOD Namespace +*/ +namespace FMOD +{ + class System; + class Sound; + class ChannelControl; + class Channel; + class ChannelGroup; + class SoundGroup; + class DSP; + class DSPConnection; + class Geometry; + class Reverb3D; + + /* + FMOD global system functions (optional). + */ + inline FMOD_RESULT Memory_Initialize (void *poolmem, int poollen, FMOD_MEMORY_ALLOC_CALLBACK useralloc, FMOD_MEMORY_REALLOC_CALLBACK userrealloc, FMOD_MEMORY_FREE_CALLBACK userfree, FMOD_MEMORY_TYPE memtypeflags = FMOD_MEMORY_ALL) { return FMOD_Memory_Initialize(poolmem, poollen, useralloc, userrealloc, userfree, memtypeflags); } + inline FMOD_RESULT Memory_GetStats (int *currentalloced, int *maxalloced, bool blocking = true) { return FMOD_Memory_GetStats(currentalloced, maxalloced, blocking); } + inline FMOD_RESULT Debug_Initialize (FMOD_DEBUG_FLAGS flags, FMOD_DEBUG_MODE mode = FMOD_DEBUG_MODE_TTY, FMOD_DEBUG_CALLBACK callback = 0, const char *filename = 0) { return FMOD_Debug_Initialize(flags, mode, callback, filename); } + inline FMOD_RESULT File_SetDiskBusy (int busy) { return FMOD_File_SetDiskBusy(busy); } + inline FMOD_RESULT File_GetDiskBusy (int *busy) { return FMOD_File_GetDiskBusy(busy); } + inline FMOD_RESULT Thread_SetAttributes (FMOD_THREAD_TYPE type, FMOD_THREAD_AFFINITY affinity = FMOD_THREAD_AFFINITY_GROUP_DEFAULT, FMOD_THREAD_PRIORITY priority = FMOD_THREAD_PRIORITY_DEFAULT, FMOD_THREAD_STACK_SIZE stacksize = FMOD_THREAD_STACK_SIZE_DEFAULT) { return FMOD_Thread_SetAttributes(type, affinity, priority, stacksize); } + + /* + FMOD System factory functions. + */ + inline FMOD_RESULT System_Create (System **system, unsigned int headerversion = FMOD_VERSION) { return FMOD_System_Create((FMOD_SYSTEM **)system, headerversion); } + + /* + 'System' API + */ + class System + { + private: + + // Constructor made private so user cannot statically instance a System class. System_Create must be used. + System(); + System(const System &); + + public: + + FMOD_RESULT F_API release (); + + // Setup functions. + FMOD_RESULT F_API setOutput (FMOD_OUTPUTTYPE output); + FMOD_RESULT F_API getOutput (FMOD_OUTPUTTYPE *output); + FMOD_RESULT F_API getNumDrivers (int *numdrivers); + FMOD_RESULT F_API getDriverInfo (int id, char *name, int namelen, FMOD_GUID *guid, int *systemrate, FMOD_SPEAKERMODE *speakermode, int *speakermodechannels); + FMOD_RESULT F_API setDriver (int driver); + FMOD_RESULT F_API getDriver (int *driver); + FMOD_RESULT F_API setSoftwareChannels (int numsoftwarechannels); + FMOD_RESULT F_API getSoftwareChannels (int *numsoftwarechannels); + FMOD_RESULT F_API setSoftwareFormat (int samplerate, FMOD_SPEAKERMODE speakermode, int numrawspeakers); + FMOD_RESULT F_API getSoftwareFormat (int *samplerate, FMOD_SPEAKERMODE *speakermode, int *numrawspeakers); + FMOD_RESULT F_API setDSPBufferSize (unsigned int bufferlength, int numbuffers); + FMOD_RESULT F_API getDSPBufferSize (unsigned int *bufferlength, int *numbuffers); + FMOD_RESULT F_API setFileSystem (FMOD_FILE_OPEN_CALLBACK useropen, FMOD_FILE_CLOSE_CALLBACK userclose, FMOD_FILE_READ_CALLBACK userread, FMOD_FILE_SEEK_CALLBACK userseek, FMOD_FILE_ASYNCREAD_CALLBACK userasyncread, FMOD_FILE_ASYNCCANCEL_CALLBACK userasynccancel, int blockalign); + FMOD_RESULT F_API attachFileSystem (FMOD_FILE_OPEN_CALLBACK useropen, FMOD_FILE_CLOSE_CALLBACK userclose, FMOD_FILE_READ_CALLBACK userread, FMOD_FILE_SEEK_CALLBACK userseek); + FMOD_RESULT F_API setAdvancedSettings (FMOD_ADVANCEDSETTINGS *settings); + FMOD_RESULT F_API getAdvancedSettings (FMOD_ADVANCEDSETTINGS *settings); + FMOD_RESULT F_API setCallback (FMOD_SYSTEM_CALLBACK callback, FMOD_SYSTEM_CALLBACK_TYPE callbackmask = FMOD_SYSTEM_CALLBACK_ALL); + + // Plug-in support. + FMOD_RESULT F_API setPluginPath (const char *path); + FMOD_RESULT F_API loadPlugin (const char *filename, unsigned int *handle, unsigned int priority = 0); + FMOD_RESULT F_API unloadPlugin (unsigned int handle); + FMOD_RESULT F_API getNumNestedPlugins (unsigned int handle, int *count); + FMOD_RESULT F_API getNestedPlugin (unsigned int handle, int index, unsigned int *nestedhandle); + FMOD_RESULT F_API getNumPlugins (FMOD_PLUGINTYPE plugintype, int *numplugins); + FMOD_RESULT F_API getPluginHandle (FMOD_PLUGINTYPE plugintype, int index, unsigned int *handle); + FMOD_RESULT F_API getPluginInfo (unsigned int handle, FMOD_PLUGINTYPE *plugintype, char *name, int namelen, unsigned int *version); + FMOD_RESULT F_API setOutputByPlugin (unsigned int handle); + FMOD_RESULT F_API getOutputByPlugin (unsigned int *handle); + FMOD_RESULT F_API createDSPByPlugin (unsigned int handle, DSP **dsp); + FMOD_RESULT F_API getDSPInfoByPlugin (unsigned int handle, const FMOD_DSP_DESCRIPTION **description); + FMOD_RESULT F_API registerCodec (FMOD_CODEC_DESCRIPTION *description, unsigned int *handle, unsigned int priority = 0); + FMOD_RESULT F_API registerDSP (const FMOD_DSP_DESCRIPTION *description, unsigned int *handle); + FMOD_RESULT F_API registerOutput (const FMOD_OUTPUT_DESCRIPTION *description, unsigned int *handle); + + // Init/Close. + FMOD_RESULT F_API init (int maxchannels, FMOD_INITFLAGS flags, void *extradriverdata); + FMOD_RESULT F_API close (); + + // General post-init system functions. + FMOD_RESULT F_API update (); /* IMPORTANT! CALL THIS ONCE PER FRAME! */ + + FMOD_RESULT F_API setSpeakerPosition (FMOD_SPEAKER speaker, float x, float y, bool active); + FMOD_RESULT F_API getSpeakerPosition (FMOD_SPEAKER speaker, float *x, float *y, bool *active); + FMOD_RESULT F_API setStreamBufferSize (unsigned int filebuffersize, FMOD_TIMEUNIT filebuffersizetype); + FMOD_RESULT F_API getStreamBufferSize (unsigned int *filebuffersize, FMOD_TIMEUNIT *filebuffersizetype); + FMOD_RESULT F_API set3DSettings (float dopplerscale, float distancefactor, float rolloffscale); + FMOD_RESULT F_API get3DSettings (float *dopplerscale, float *distancefactor, float *rolloffscale); + FMOD_RESULT F_API set3DNumListeners (int numlisteners); + FMOD_RESULT F_API get3DNumListeners (int *numlisteners); + FMOD_RESULT F_API set3DListenerAttributes (int listener, const FMOD_VECTOR *pos, const FMOD_VECTOR *vel, const FMOD_VECTOR *forward, const FMOD_VECTOR *up); + FMOD_RESULT F_API get3DListenerAttributes (int listener, FMOD_VECTOR *pos, FMOD_VECTOR *vel, FMOD_VECTOR *forward, FMOD_VECTOR *up); + FMOD_RESULT F_API set3DRolloffCallback (FMOD_3D_ROLLOFF_CALLBACK callback); + FMOD_RESULT F_API mixerSuspend (); + FMOD_RESULT F_API mixerResume (); + FMOD_RESULT F_API getDefaultMixMatrix (FMOD_SPEAKERMODE sourcespeakermode, FMOD_SPEAKERMODE targetspeakermode, float *matrix, int matrixhop); + FMOD_RESULT F_API getSpeakerModeChannels (FMOD_SPEAKERMODE mode, int *channels); + + // System information functions. + FMOD_RESULT F_API getVersion (unsigned int *version); + FMOD_RESULT F_API getOutputHandle (void **handle); + FMOD_RESULT F_API getChannelsPlaying (int *channels, int *realchannels = 0); + FMOD_RESULT F_API getCPUUsage (FMOD_CPU_USAGE *usage); + FMOD_RESULT F_API getFileUsage (long long *sampleBytesRead, long long *streamBytesRead, long long *otherBytesRead); + + // Sound/DSP/Channel/FX creation and retrieval. + FMOD_RESULT F_API createSound (const char *name_or_data, FMOD_MODE mode, FMOD_CREATESOUNDEXINFO *exinfo, Sound **sound); + FMOD_RESULT F_API createStream (const char *name_or_data, FMOD_MODE mode, FMOD_CREATESOUNDEXINFO *exinfo, Sound **sound); + FMOD_RESULT F_API createDSP (const FMOD_DSP_DESCRIPTION *description, DSP **dsp); + FMOD_RESULT F_API createDSPByType (FMOD_DSP_TYPE type, DSP **dsp); + FMOD_RESULT F_API createChannelGroup (const char *name, ChannelGroup **channelgroup); + FMOD_RESULT F_API createSoundGroup (const char *name, SoundGroup **soundgroup); + FMOD_RESULT F_API createReverb3D (Reverb3D **reverb); + + FMOD_RESULT F_API playSound (Sound *sound, ChannelGroup *channelgroup, bool paused, Channel **channel); + FMOD_RESULT F_API playDSP (DSP *dsp, ChannelGroup *channelgroup, bool paused, Channel **channel); + FMOD_RESULT F_API getChannel (int channelid, Channel **channel); + FMOD_RESULT F_API getDSPInfoByType (FMOD_DSP_TYPE type, const FMOD_DSP_DESCRIPTION **description); + FMOD_RESULT F_API getMasterChannelGroup (ChannelGroup **channelgroup); + FMOD_RESULT F_API getMasterSoundGroup (SoundGroup **soundgroup); + + // Routing to ports. + FMOD_RESULT F_API attachChannelGroupToPort (FMOD_PORT_TYPE portType, FMOD_PORT_INDEX portIndex, ChannelGroup *channelgroup, bool passThru = false); + FMOD_RESULT F_API detachChannelGroupFromPort (ChannelGroup *channelgroup); + + // Reverb API. + FMOD_RESULT F_API setReverbProperties (int instance, const FMOD_REVERB_PROPERTIES *prop); + FMOD_RESULT F_API getReverbProperties (int instance, FMOD_REVERB_PROPERTIES *prop); + + // System level DSP functionality. + FMOD_RESULT F_API lockDSP (); + FMOD_RESULT F_API unlockDSP (); + + // Recording API. + FMOD_RESULT F_API getRecordNumDrivers (int *numdrivers, int *numconnected); + FMOD_RESULT F_API getRecordDriverInfo (int id, char *name, int namelen, FMOD_GUID *guid, int *systemrate, FMOD_SPEAKERMODE *speakermode, int *speakermodechannels, FMOD_DRIVER_STATE *state); + FMOD_RESULT F_API getRecordPosition (int id, unsigned int *position); + FMOD_RESULT F_API recordStart (int id, Sound *sound, bool loop); + FMOD_RESULT F_API recordStop (int id); + FMOD_RESULT F_API isRecording (int id, bool *recording); + + // Geometry API. + FMOD_RESULT F_API createGeometry (int maxpolygons, int maxvertices, Geometry **geometry); + FMOD_RESULT F_API setGeometrySettings (float maxworldsize); + FMOD_RESULT F_API getGeometrySettings (float *maxworldsize); + FMOD_RESULT F_API loadGeometry (const void *data, int datasize, Geometry **geometry); + FMOD_RESULT F_API getGeometryOcclusion (const FMOD_VECTOR *listener, const FMOD_VECTOR *source, float *direct, float *reverb); + + // Network functions. + FMOD_RESULT F_API setNetworkProxy (const char *proxy); + FMOD_RESULT F_API getNetworkProxy (char *proxy, int proxylen); + FMOD_RESULT F_API setNetworkTimeout (int timeout); + FMOD_RESULT F_API getNetworkTimeout (int *timeout); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; + + /* + 'Sound' API + */ + class Sound + { + private: + + // Constructor made private so user cannot statically instance a Sound class. Appropriate Sound creation or retrieval function must be used. + Sound(); + Sound(const Sound &); + + public: + + FMOD_RESULT F_API release (); + FMOD_RESULT F_API getSystemObject (System **system); + + // Standard sound manipulation functions. + FMOD_RESULT F_API lock (unsigned int offset, unsigned int length, void **ptr1, void **ptr2, unsigned int *len1, unsigned int *len2); + FMOD_RESULT F_API unlock (void *ptr1, void *ptr2, unsigned int len1, unsigned int len2); + FMOD_RESULT F_API setDefaults (float frequency, int priority); + FMOD_RESULT F_API getDefaults (float *frequency, int *priority); + FMOD_RESULT F_API set3DMinMaxDistance (float min, float max); + FMOD_RESULT F_API get3DMinMaxDistance (float *min, float *max); + FMOD_RESULT F_API set3DConeSettings (float insideconeangle, float outsideconeangle, float outsidevolume); + FMOD_RESULT F_API get3DConeSettings (float *insideconeangle, float *outsideconeangle, float *outsidevolume); + FMOD_RESULT F_API set3DCustomRolloff (FMOD_VECTOR *points, int numpoints); + FMOD_RESULT F_API get3DCustomRolloff (FMOD_VECTOR **points, int *numpoints); + FMOD_RESULT F_API getSubSound (int index, Sound **subsound); + FMOD_RESULT F_API getSubSoundParent (Sound **parentsound); + FMOD_RESULT F_API getName (char *name, int namelen); + FMOD_RESULT F_API getLength (unsigned int *length, FMOD_TIMEUNIT lengthtype); + FMOD_RESULT F_API getFormat (FMOD_SOUND_TYPE *type, FMOD_SOUND_FORMAT *format, int *channels, int *bits); + FMOD_RESULT F_API getNumSubSounds (int *numsubsounds); + FMOD_RESULT F_API getNumTags (int *numtags, int *numtagsupdated); + FMOD_RESULT F_API getTag (const char *name, int index, FMOD_TAG *tag); + FMOD_RESULT F_API getOpenState (FMOD_OPENSTATE *openstate, unsigned int *percentbuffered, bool *starving, bool *diskbusy); + FMOD_RESULT F_API readData (void *buffer, unsigned int length, unsigned int *read); + FMOD_RESULT F_API seekData (unsigned int pcm); + + FMOD_RESULT F_API setSoundGroup (SoundGroup *soundgroup); + FMOD_RESULT F_API getSoundGroup (SoundGroup **soundgroup); + + // Synchronization point API. These points can come from markers embedded in wav files, and can also generate channel callbacks. + FMOD_RESULT F_API getNumSyncPoints (int *numsyncpoints); + FMOD_RESULT F_API getSyncPoint (int index, FMOD_SYNCPOINT **point); + FMOD_RESULT F_API getSyncPointInfo (FMOD_SYNCPOINT *point, char *name, int namelen, unsigned int *offset, FMOD_TIMEUNIT offsettype); + FMOD_RESULT F_API addSyncPoint (unsigned int offset, FMOD_TIMEUNIT offsettype, const char *name, FMOD_SYNCPOINT **point); + FMOD_RESULT F_API deleteSyncPoint (FMOD_SYNCPOINT *point); + + // Functions also in Channel class but here they are the 'default' to save having to change it in Channel all the time. + FMOD_RESULT F_API setMode (FMOD_MODE mode); + FMOD_RESULT F_API getMode (FMOD_MODE *mode); + FMOD_RESULT F_API setLoopCount (int loopcount); + FMOD_RESULT F_API getLoopCount (int *loopcount); + FMOD_RESULT F_API setLoopPoints (unsigned int loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int loopend, FMOD_TIMEUNIT loopendtype); + FMOD_RESULT F_API getLoopPoints (unsigned int *loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int *loopend, FMOD_TIMEUNIT loopendtype); + + // For MOD/S3M/XM/IT/MID sequenced formats only. + FMOD_RESULT F_API getMusicNumChannels (int *numchannels); + FMOD_RESULT F_API setMusicChannelVolume (int channel, float volume); + FMOD_RESULT F_API getMusicChannelVolume (int channel, float *volume); + FMOD_RESULT F_API setMusicSpeed (float speed); + FMOD_RESULT F_API getMusicSpeed (float *speed); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; + + + /* + 'ChannelControl API'. This is a base class for Channel and ChannelGroup so they can share the same functionality. This cannot be used or instansiated explicitly. + */ + class ChannelControl + { + private: + + // Constructor made private so user cannot statically instance a Control class. + ChannelControl(); + ChannelControl(const ChannelControl &); + + public: + + FMOD_RESULT F_API getSystemObject (System **system); + + // General control functionality for Channels and ChannelGroups. + FMOD_RESULT F_API stop (); + FMOD_RESULT F_API setPaused (bool paused); + FMOD_RESULT F_API getPaused (bool *paused); + FMOD_RESULT F_API setVolume (float volume); + FMOD_RESULT F_API getVolume (float *volume); + FMOD_RESULT F_API setVolumeRamp (bool ramp); + FMOD_RESULT F_API getVolumeRamp (bool *ramp); + FMOD_RESULT F_API getAudibility (float *audibility); + FMOD_RESULT F_API setPitch (float pitch); + FMOD_RESULT F_API getPitch (float *pitch); + FMOD_RESULT F_API setMute (bool mute); + FMOD_RESULT F_API getMute (bool *mute); + FMOD_RESULT F_API setReverbProperties (int instance, float wet); + FMOD_RESULT F_API getReverbProperties (int instance, float *wet); + FMOD_RESULT F_API setLowPassGain (float gain); + FMOD_RESULT F_API getLowPassGain (float *gain); + FMOD_RESULT F_API setMode (FMOD_MODE mode); + FMOD_RESULT F_API getMode (FMOD_MODE *mode); + FMOD_RESULT F_API setCallback (FMOD_CHANNELCONTROL_CALLBACK callback); + FMOD_RESULT F_API isPlaying (bool *isplaying); + + // Panning and level adjustment. + // Note all 'set' functions alter a final matrix, this is why the only get function is getMixMatrix, to avoid other get functions returning incorrect/obsolete values. + FMOD_RESULT F_API setPan (float pan); + FMOD_RESULT F_API setMixLevelsOutput (float frontleft, float frontright, float center, float lfe, float surroundleft, float surroundright, float backleft, float backright); + FMOD_RESULT F_API setMixLevelsInput (float *levels, int numlevels); + FMOD_RESULT F_API setMixMatrix (float *matrix, int outchannels, int inchannels, int inchannel_hop = 0); + FMOD_RESULT F_API getMixMatrix (float *matrix, int *outchannels, int *inchannels, int inchannel_hop = 0); + + // Clock based functionality. + FMOD_RESULT F_API getDSPClock (unsigned long long *dspclock, unsigned long long *parentclock); + FMOD_RESULT F_API setDelay (unsigned long long dspclock_start, unsigned long long dspclock_end, bool stopchannels = true); + FMOD_RESULT F_API getDelay (unsigned long long *dspclock_start, unsigned long long *dspclock_end, bool *stopchannels = 0); + FMOD_RESULT F_API addFadePoint (unsigned long long dspclock, float volume); + FMOD_RESULT F_API setFadePointRamp (unsigned long long dspclock, float volume); + FMOD_RESULT F_API removeFadePoints (unsigned long long dspclock_start, unsigned long long dspclock_end); + FMOD_RESULT F_API getFadePoints (unsigned int *numpoints, unsigned long long *point_dspclock, float *point_volume); + + // DSP effects. + FMOD_RESULT F_API getDSP (int index, DSP **dsp); + FMOD_RESULT F_API addDSP (int index, DSP *dsp); + FMOD_RESULT F_API removeDSP (DSP *dsp); + FMOD_RESULT F_API getNumDSPs (int *numdsps); + FMOD_RESULT F_API setDSPIndex (DSP *dsp, int index); + FMOD_RESULT F_API getDSPIndex (DSP *dsp, int *index); + + // 3D functionality. + FMOD_RESULT F_API set3DAttributes (const FMOD_VECTOR *pos, const FMOD_VECTOR *vel); + FMOD_RESULT F_API get3DAttributes (FMOD_VECTOR *pos, FMOD_VECTOR *vel); + FMOD_RESULT F_API set3DMinMaxDistance (float mindistance, float maxdistance); + FMOD_RESULT F_API get3DMinMaxDistance (float *mindistance, float *maxdistance); + FMOD_RESULT F_API set3DConeSettings (float insideconeangle, float outsideconeangle, float outsidevolume); + FMOD_RESULT F_API get3DConeSettings (float *insideconeangle, float *outsideconeangle, float *outsidevolume); + FMOD_RESULT F_API set3DConeOrientation (FMOD_VECTOR *orientation); + FMOD_RESULT F_API get3DConeOrientation (FMOD_VECTOR *orientation); + FMOD_RESULT F_API set3DCustomRolloff (FMOD_VECTOR *points, int numpoints); + FMOD_RESULT F_API get3DCustomRolloff (FMOD_VECTOR **points, int *numpoints); + FMOD_RESULT F_API set3DOcclusion (float directocclusion, float reverbocclusion); + FMOD_RESULT F_API get3DOcclusion (float *directocclusion, float *reverbocclusion); + FMOD_RESULT F_API set3DSpread (float angle); + FMOD_RESULT F_API get3DSpread (float *angle); + FMOD_RESULT F_API set3DLevel (float level); + FMOD_RESULT F_API get3DLevel (float *level); + FMOD_RESULT F_API set3DDopplerLevel (float level); + FMOD_RESULT F_API get3DDopplerLevel (float *level); + FMOD_RESULT F_API set3DDistanceFilter (bool custom, float customLevel, float centerFreq); + FMOD_RESULT F_API get3DDistanceFilter (bool *custom, float *customLevel, float *centerFreq); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; + + /* + 'Channel' API. + */ + class Channel : public ChannelControl + { + private: + + // Constructor made private so user cannot statically instance a Channel class. Appropriate Channel creation or retrieval function must be used. + Channel(); + Channel(const Channel &); + + public: + + // Channel specific control functionality. + FMOD_RESULT F_API setFrequency (float frequency); + FMOD_RESULT F_API getFrequency (float *frequency); + FMOD_RESULT F_API setPriority (int priority); + FMOD_RESULT F_API getPriority (int *priority); + FMOD_RESULT F_API setPosition (unsigned int position, FMOD_TIMEUNIT postype); + FMOD_RESULT F_API getPosition (unsigned int *position, FMOD_TIMEUNIT postype); + FMOD_RESULT F_API setChannelGroup (ChannelGroup *channelgroup); + FMOD_RESULT F_API getChannelGroup (ChannelGroup **channelgroup); + FMOD_RESULT F_API setLoopCount (int loopcount); + FMOD_RESULT F_API getLoopCount (int *loopcount); + FMOD_RESULT F_API setLoopPoints (unsigned int loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int loopend, FMOD_TIMEUNIT loopendtype); + FMOD_RESULT F_API getLoopPoints (unsigned int *loopstart, FMOD_TIMEUNIT loopstarttype, unsigned int *loopend, FMOD_TIMEUNIT loopendtype); + + // Information only functions. + FMOD_RESULT F_API isVirtual (bool *isvirtual); + FMOD_RESULT F_API getCurrentSound (Sound **sound); + FMOD_RESULT F_API getIndex (int *index); + }; + + /* + 'ChannelGroup' API + */ + class ChannelGroup : public ChannelControl + { + private: + + // Constructor made private so user cannot statically instance a ChannelGroup class. Appropriate ChannelGroup creation or retrieval function must be used. + ChannelGroup(); + ChannelGroup(const ChannelGroup &); + + public: + + FMOD_RESULT F_API release (); + + // Nested channel groups. + FMOD_RESULT F_API addGroup (ChannelGroup *group, bool propagatedspclock = true, DSPConnection **connection = 0); + FMOD_RESULT F_API getNumGroups (int *numgroups); + FMOD_RESULT F_API getGroup (int index, ChannelGroup **group); + FMOD_RESULT F_API getParentGroup (ChannelGroup **group); + + // Information only functions. + FMOD_RESULT F_API getName (char *name, int namelen); + FMOD_RESULT F_API getNumChannels (int *numchannels); + FMOD_RESULT F_API getChannel (int index, Channel **channel); + }; + + /* + 'SoundGroup' API + */ + class SoundGroup + { + private: + + // Constructor made private so user cannot statically instance a SoundGroup class. Appropriate SoundGroup creation or retrieval function must be used. + SoundGroup(); + SoundGroup(const SoundGroup &); + + public: + + FMOD_RESULT F_API release (); + FMOD_RESULT F_API getSystemObject (System **system); + + // SoundGroup control functions. + FMOD_RESULT F_API setMaxAudible (int maxaudible); + FMOD_RESULT F_API getMaxAudible (int *maxaudible); + FMOD_RESULT F_API setMaxAudibleBehavior (FMOD_SOUNDGROUP_BEHAVIOR behavior); + FMOD_RESULT F_API getMaxAudibleBehavior (FMOD_SOUNDGROUP_BEHAVIOR *behavior); + FMOD_RESULT F_API setMuteFadeSpeed (float speed); + FMOD_RESULT F_API getMuteFadeSpeed (float *speed); + FMOD_RESULT F_API setVolume (float volume); + FMOD_RESULT F_API getVolume (float *volume); + FMOD_RESULT F_API stop (); + + // Information only functions. + FMOD_RESULT F_API getName (char *name, int namelen); + FMOD_RESULT F_API getNumSounds (int *numsounds); + FMOD_RESULT F_API getSound (int index, Sound **sound); + FMOD_RESULT F_API getNumPlaying (int *numplaying); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; + + /* + 'DSP' API + */ + class DSP + { + private: + + // Constructor made private so user cannot statically instance a DSP class. Appropriate DSP creation or retrieval function must be used. + DSP(); + DSP(const DSP &); + + public: + + FMOD_RESULT F_API release (); + FMOD_RESULT F_API getSystemObject (System **system); + + // Connection / disconnection / input and output enumeration. + FMOD_RESULT F_API addInput (DSP *input, DSPConnection **connection = 0, FMOD_DSPCONNECTION_TYPE type = FMOD_DSPCONNECTION_TYPE_STANDARD); + FMOD_RESULT F_API disconnectFrom (DSP *target, DSPConnection *connection = 0); + FMOD_RESULT F_API disconnectAll (bool inputs, bool outputs); + FMOD_RESULT F_API getNumInputs (int *numinputs); + FMOD_RESULT F_API getNumOutputs (int *numoutputs); + FMOD_RESULT F_API getInput (int index, DSP **input, DSPConnection **inputconnection); + FMOD_RESULT F_API getOutput (int index, DSP **output, DSPConnection **outputconnection); + + // DSP unit control. + FMOD_RESULT F_API setActive (bool active); + FMOD_RESULT F_API getActive (bool *active); + FMOD_RESULT F_API setBypass (bool bypass); + FMOD_RESULT F_API getBypass (bool *bypass); + FMOD_RESULT F_API setWetDryMix (float prewet, float postwet, float dry); + FMOD_RESULT F_API getWetDryMix (float *prewet, float *postwet, float *dry); + FMOD_RESULT F_API setChannelFormat (FMOD_CHANNELMASK channelmask, int numchannels, FMOD_SPEAKERMODE source_speakermode); + FMOD_RESULT F_API getChannelFormat (FMOD_CHANNELMASK *channelmask, int *numchannels, FMOD_SPEAKERMODE *source_speakermode); + FMOD_RESULT F_API getOutputChannelFormat (FMOD_CHANNELMASK inmask, int inchannels, FMOD_SPEAKERMODE inspeakermode, FMOD_CHANNELMASK *outmask, int *outchannels, FMOD_SPEAKERMODE *outspeakermode); + FMOD_RESULT F_API reset (); + FMOD_RESULT F_API setCallback (FMOD_DSP_CALLBACK callback); + + // DSP parameter control. + FMOD_RESULT F_API setParameterFloat (int index, float value); + FMOD_RESULT F_API setParameterInt (int index, int value); + FMOD_RESULT F_API setParameterBool (int index, bool value); + FMOD_RESULT F_API setParameterData (int index, void *data, unsigned int length); + FMOD_RESULT F_API getParameterFloat (int index, float *value, char *valuestr, int valuestrlen); + FMOD_RESULT F_API getParameterInt (int index, int *value, char *valuestr, int valuestrlen); + FMOD_RESULT F_API getParameterBool (int index, bool *value, char *valuestr, int valuestrlen); + FMOD_RESULT F_API getParameterData (int index, void **data, unsigned int *length, char *valuestr, int valuestrlen); + FMOD_RESULT F_API getNumParameters (int *numparams); + FMOD_RESULT F_API getParameterInfo (int index, FMOD_DSP_PARAMETER_DESC **desc); + FMOD_RESULT F_API getDataParameterIndex (int datatype, int *index); + FMOD_RESULT F_API showConfigDialog (void *hwnd, bool show); + + // DSP attributes. + FMOD_RESULT F_API getInfo (char *name, unsigned int *version, int *channels, int *configwidth, int *configheight); + FMOD_RESULT F_API getType (FMOD_DSP_TYPE *type); + FMOD_RESULT F_API getIdle (bool *idle); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + + // Metering. + FMOD_RESULT F_API setMeteringEnabled (bool inputEnabled, bool outputEnabled); + FMOD_RESULT F_API getMeteringEnabled (bool *inputEnabled, bool *outputEnabled); + FMOD_RESULT F_API getMeteringInfo (FMOD_DSP_METERING_INFO *inputInfo, FMOD_DSP_METERING_INFO *outputInfo); + FMOD_RESULT F_API getCPUUsage (unsigned int *exclusive, unsigned int *inclusive); + }; + + + /* + 'DSPConnection' API + */ + class DSPConnection + { + private: + + // Constructor made private so user cannot statically instance a DSPConnection class. Appropriate DSPConnection creation or retrieval function must be used. + DSPConnection(); + DSPConnection(const DSPConnection &); + + public: + + FMOD_RESULT F_API getInput (DSP **input); + FMOD_RESULT F_API getOutput (DSP **output); + FMOD_RESULT F_API setMix (float volume); + FMOD_RESULT F_API getMix (float *volume); + FMOD_RESULT F_API setMixMatrix (float *matrix, int outchannels, int inchannels, int inchannel_hop = 0); + FMOD_RESULT F_API getMixMatrix (float *matrix, int *outchannels, int *inchannels, int inchannel_hop = 0); + FMOD_RESULT F_API getType (FMOD_DSPCONNECTION_TYPE *type); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; + + + /* + 'Geometry' API + */ + class Geometry + { + private: + + // Constructor made private so user cannot statically instance a Geometry class. Appropriate Geometry creation or retrieval function must be used. + Geometry(); + Geometry(const Geometry &); + + public: + + FMOD_RESULT F_API release (); + + // Polygon manipulation. + FMOD_RESULT F_API addPolygon (float directocclusion, float reverbocclusion, bool doublesided, int numvertices, const FMOD_VECTOR *vertices, int *polygonindex); + FMOD_RESULT F_API getNumPolygons (int *numpolygons); + FMOD_RESULT F_API getMaxPolygons (int *maxpolygons, int *maxvertices); + FMOD_RESULT F_API getPolygonNumVertices (int index, int *numvertices); + FMOD_RESULT F_API setPolygonVertex (int index, int vertexindex, const FMOD_VECTOR *vertex); + FMOD_RESULT F_API getPolygonVertex (int index, int vertexindex, FMOD_VECTOR *vertex); + FMOD_RESULT F_API setPolygonAttributes (int index, float directocclusion, float reverbocclusion, bool doublesided); + FMOD_RESULT F_API getPolygonAttributes (int index, float *directocclusion, float *reverbocclusion, bool *doublesided); + + // Object manipulation. + FMOD_RESULT F_API setActive (bool active); + FMOD_RESULT F_API getActive (bool *active); + FMOD_RESULT F_API setRotation (const FMOD_VECTOR *forward, const FMOD_VECTOR *up); + FMOD_RESULT F_API getRotation (FMOD_VECTOR *forward, FMOD_VECTOR *up); + FMOD_RESULT F_API setPosition (const FMOD_VECTOR *position); + FMOD_RESULT F_API getPosition (FMOD_VECTOR *position); + FMOD_RESULT F_API setScale (const FMOD_VECTOR *scale); + FMOD_RESULT F_API getScale (FMOD_VECTOR *scale); + FMOD_RESULT F_API save (void *data, int *datasize); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; + + + /* + 'Reverb' API + */ + class Reverb3D + { + private: + + // Constructor made private so user cannot statically instance a Reverb3D class. Appropriate Reverb creation or retrieval function must be used. + Reverb3D(); + Reverb3D(const Reverb3D &); + + public: + + FMOD_RESULT F_API release (); + + // Reverb manipulation. + FMOD_RESULT F_API set3DAttributes (const FMOD_VECTOR *position, float mindistance, float maxdistance); + FMOD_RESULT F_API get3DAttributes (FMOD_VECTOR *position, float *mindistance,float *maxdistance); + FMOD_RESULT F_API setProperties (const FMOD_REVERB_PROPERTIES *properties); + FMOD_RESULT F_API getProperties (FMOD_REVERB_PROPERTIES *properties); + FMOD_RESULT F_API setActive (bool active); + FMOD_RESULT F_API getActive (bool *active); + + // Userdata set/get. + FMOD_RESULT F_API setUserData (void *userdata); + FMOD_RESULT F_API getUserData (void **userdata); + }; +} + +#endif diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_android.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_android.h new file mode 100644 index 00000000..5c172e37 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_android.h @@ -0,0 +1,7 @@ +#pragma once + +#include "fmod_common.h" +#include + +extern "C" FMOD_RESULT F_API FMOD_Android_JNI_Init(JavaVM *vm, jobject javaActivity); +extern "C" FMOD_RESULT F_API FMOD_Android_JNI_Close(); diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_codec.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_codec.h new file mode 100644 index 00000000..3c31c7cf --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_codec.h @@ -0,0 +1,136 @@ +/* ======================================================================================== */ +/* FMOD Core API - Codec development header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header if you are wanting to develop your own file format plugin to use with */ +/* FMOD's codec system. With this header you can make your own fileformat plugin that FMOD */ +/* can register and use. See the documentation and examples on how to make a working */ +/* plugin. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/core-api.html */ +/* ======================================================================================== */ +#ifndef _FMOD_CODEC_H +#define _FMOD_CODEC_H + +/* + Codec types +*/ +typedef struct FMOD_CODEC_STATE FMOD_CODEC_STATE; +typedef struct FMOD_CODEC_WAVEFORMAT FMOD_CODEC_WAVEFORMAT; + +/* + Codec constants +*/ +#define FMOD_CODEC_PLUGIN_VERSION 1 + +typedef int FMOD_CODEC_SEEK_METHOD; +#define FMOD_CODEC_SEEK_METHOD_SET 0 +#define FMOD_CODEC_SEEK_METHOD_CURRENT 1 +#define FMOD_CODEC_SEEK_METHOD_END 2 + +/* + Codec callbacks +*/ +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_OPEN_CALLBACK) (FMOD_CODEC_STATE *codec_state, FMOD_MODE usermode, FMOD_CREATESOUNDEXINFO *userexinfo); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_CLOSE_CALLBACK) (FMOD_CODEC_STATE *codec_state); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_READ_CALLBACK) (FMOD_CODEC_STATE *codec_state, void *buffer, unsigned int samples_in, unsigned int *samples_out); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_GETLENGTH_CALLBACK) (FMOD_CODEC_STATE *codec_state, unsigned int *length, FMOD_TIMEUNIT lengthtype); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_SETPOSITION_CALLBACK) (FMOD_CODEC_STATE *codec_state, int subsound, unsigned int position, FMOD_TIMEUNIT postype); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_GETPOSITION_CALLBACK) (FMOD_CODEC_STATE *codec_state, unsigned int *position, FMOD_TIMEUNIT postype); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_SOUNDCREATE_CALLBACK) (FMOD_CODEC_STATE *codec_state, int subsound, FMOD_SOUND *sound); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_GETWAVEFORMAT_CALLBACK)(FMOD_CODEC_STATE *codec_state, int index, FMOD_CODEC_WAVEFORMAT *waveformat); + +/* + Codec functions +*/ +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_METADATA_FUNC) (FMOD_CODEC_STATE *codec_state, FMOD_TAGTYPE tagtype, char *name, void *data, unsigned int datalen, FMOD_TAGDATATYPE datatype, int unique); +typedef void * (F_CALLBACK *FMOD_CODEC_ALLOC_FUNC) (unsigned int size, unsigned int align, const char *file, int line); +typedef void (F_CALLBACK *FMOD_CODEC_FREE_FUNC) (void *ptr, const char *file, int line); +typedef void (F_CALLBACK *FMOD_CODEC_LOG_FUNC) (FMOD_DEBUG_FLAGS level, const char *file, int line, const char *function, const char *string, ...); + +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_FILE_READ_FUNC) (FMOD_CODEC_STATE *codec_state, void *buffer, unsigned int sizebytes, unsigned int *bytesread); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_FILE_SEEK_FUNC) (FMOD_CODEC_STATE *codec_state, unsigned int pos, FMOD_CODEC_SEEK_METHOD method); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_FILE_TELL_FUNC) (FMOD_CODEC_STATE *codec_state, unsigned int *pos); +typedef FMOD_RESULT (F_CALLBACK *FMOD_CODEC_FILE_SIZE_FUNC) (FMOD_CODEC_STATE *codec_state, unsigned int *size); + +/* + Codec structures +*/ +typedef struct FMOD_CODEC_DESCRIPTION +{ + unsigned int apiversion; + const char *name; + unsigned int version; + int defaultasstream; + FMOD_TIMEUNIT timeunits; + FMOD_CODEC_OPEN_CALLBACK open; + FMOD_CODEC_CLOSE_CALLBACK close; + FMOD_CODEC_READ_CALLBACK read; + FMOD_CODEC_GETLENGTH_CALLBACK getlength; + FMOD_CODEC_SETPOSITION_CALLBACK setposition; + FMOD_CODEC_GETPOSITION_CALLBACK getposition; + FMOD_CODEC_SOUNDCREATE_CALLBACK soundcreate; + FMOD_CODEC_GETWAVEFORMAT_CALLBACK getwaveformat; +} FMOD_CODEC_DESCRIPTION; + +struct FMOD_CODEC_WAVEFORMAT +{ + const char* name; + FMOD_SOUND_FORMAT format; + int channels; + int frequency; + unsigned int lengthbytes; + unsigned int lengthpcm; + unsigned int pcmblocksize; + int loopstart; + int loopend; + FMOD_MODE mode; + FMOD_CHANNELMASK channelmask; + FMOD_CHANNELORDER channelorder; + float peakvolume; +}; + +typedef struct FMOD_CODEC_STATE_FUNCTIONS +{ + FMOD_CODEC_METADATA_FUNC metadata; + FMOD_CODEC_ALLOC_FUNC alloc; + FMOD_CODEC_FREE_FUNC free; + FMOD_CODEC_LOG_FUNC log; + FMOD_CODEC_FILE_READ_FUNC read; + FMOD_CODEC_FILE_SEEK_FUNC seek; + FMOD_CODEC_FILE_TELL_FUNC tell; + FMOD_CODEC_FILE_SIZE_FUNC size; +} FMOD_CODEC_STATE_FUNCTIONS; + +struct FMOD_CODEC_STATE +{ + void *plugindata; + FMOD_CODEC_WAVEFORMAT *waveformat; + FMOD_CODEC_STATE_FUNCTIONS *functions; + int numsubsounds; +}; + +/* + Codec macros +*/ +#define FMOD_CODEC_METADATA(_state, _tagtype, _name, _data, _datalen, _datatype, _unique) \ + (_state)->functions->metadata(_state, _tagtype, _name, _data, _datalen, _datatype, _unique) +#define FMOD_CODEC_ALLOC(_state, _size, _align) \ + (_state)->functions->alloc(_size, _align, __FILE__, __LINE__) +#define FMOD_CODEC_FREE(_state, _ptr) \ + (_state)->functions->free(_ptr, __FILE__, __LINE__) +#define FMOD_CODEC_LOG(_state, _level, _location, _format, ...) \ + (_state)->functions->log(_level, __FILE__, __LINE__, _location, _format, __VA_ARGS__) +#define FMOD_CODEC_FILE_READ(_state, _buffer, _sizebytes, _bytesread) \ + (_state)->functions->read(_state, _buffer, _sizebytes, _bytesread) +#define FMOD_CODEC_FILE_SEEK(_state, _pos, _method) \ + (_state)->functions->seek(_state, _pos, _method) +#define FMOD_CODEC_FILE_TELL(_state, _pos) \ + (_state)->functions->tell(_state, _pos) +#define FMOD_CODEC_FILE_SIZE(_state, _size) \ + (_state)->functions->size(_state, _size) + +#endif + + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_common.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_common.h new file mode 100644 index 00000000..6df1484b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_common.h @@ -0,0 +1,901 @@ +/* ======================================================================================== */ +/* FMOD Core API - Common C/C++ header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* This header is included by fmod.hpp (C++ interface) and fmod.h (C interface) */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/core-api-common.html */ +/* ======================================================================================== */ +#ifndef _FMOD_COMMON_H +#define _FMOD_COMMON_H + +/* + Library import helpers +*/ +#if defined(_WIN32) || defined(__CYGWIN__) + #define F_CALL __stdcall +#else + #define F_CALL +#endif + +#if defined(_WIN32) || defined(__CYGWIN__) || defined(__ORBIS__) || defined(F_USE_DECLSPEC) + #define F_EXPORT __declspec(dllexport) +#elif defined(__APPLE__) || defined(__ANDROID__) || defined(__linux__) || defined(F_USE_ATTRIBUTE) + #define F_EXPORT __attribute__((visibility("default"))) +#else + #define F_EXPORT +#endif + +#ifdef DLL_EXPORTS + #define F_API F_EXPORT F_CALL +#else + #define F_API F_CALL +#endif + +#define F_CALLBACK F_CALL + +/* + FMOD core types +*/ +typedef int FMOD_BOOL; +typedef struct FMOD_SYSTEM FMOD_SYSTEM; +typedef struct FMOD_SOUND FMOD_SOUND; +typedef struct FMOD_CHANNELCONTROL FMOD_CHANNELCONTROL; +typedef struct FMOD_CHANNEL FMOD_CHANNEL; +typedef struct FMOD_CHANNELGROUP FMOD_CHANNELGROUP; +typedef struct FMOD_SOUNDGROUP FMOD_SOUNDGROUP; +typedef struct FMOD_REVERB3D FMOD_REVERB3D; +typedef struct FMOD_DSP FMOD_DSP; +typedef struct FMOD_DSPCONNECTION FMOD_DSPCONNECTION; +typedef struct FMOD_POLYGON FMOD_POLYGON; +typedef struct FMOD_GEOMETRY FMOD_GEOMETRY; +typedef struct FMOD_SYNCPOINT FMOD_SYNCPOINT; +typedef struct FMOD_ASYNCREADINFO FMOD_ASYNCREADINFO; + +/* + FMOD constants +*/ +#define FMOD_VERSION 0x00020226 /* 0xaaaabbcc -> aaaa = product version, bb = major version, cc = minor version.*/ + +typedef unsigned int FMOD_DEBUG_FLAGS; +#define FMOD_DEBUG_LEVEL_NONE 0x00000000 +#define FMOD_DEBUG_LEVEL_ERROR 0x00000001 +#define FMOD_DEBUG_LEVEL_WARNING 0x00000002 +#define FMOD_DEBUG_LEVEL_LOG 0x00000004 +#define FMOD_DEBUG_TYPE_MEMORY 0x00000100 +#define FMOD_DEBUG_TYPE_FILE 0x00000200 +#define FMOD_DEBUG_TYPE_CODEC 0x00000400 +#define FMOD_DEBUG_TYPE_TRACE 0x00000800 +#define FMOD_DEBUG_DISPLAY_TIMESTAMPS 0x00010000 +#define FMOD_DEBUG_DISPLAY_LINENUMBERS 0x00020000 +#define FMOD_DEBUG_DISPLAY_THREAD 0x00040000 + +typedef unsigned int FMOD_MEMORY_TYPE; +#define FMOD_MEMORY_NORMAL 0x00000000 +#define FMOD_MEMORY_STREAM_FILE 0x00000001 +#define FMOD_MEMORY_STREAM_DECODE 0x00000002 +#define FMOD_MEMORY_SAMPLEDATA 0x00000004 +#define FMOD_MEMORY_DSP_BUFFER 0x00000008 +#define FMOD_MEMORY_PLUGIN 0x00000010 +#define FMOD_MEMORY_PERSISTENT 0x00200000 +#define FMOD_MEMORY_ALL 0xFFFFFFFF + +typedef unsigned int FMOD_INITFLAGS; +#define FMOD_INIT_NORMAL 0x00000000 +#define FMOD_INIT_STREAM_FROM_UPDATE 0x00000001 +#define FMOD_INIT_MIX_FROM_UPDATE 0x00000002 +#define FMOD_INIT_3D_RIGHTHANDED 0x00000004 +#define FMOD_INIT_CLIP_OUTPUT 0x00000008 +#define FMOD_INIT_CHANNEL_LOWPASS 0x00000100 +#define FMOD_INIT_CHANNEL_DISTANCEFILTER 0x00000200 +#define FMOD_INIT_PROFILE_ENABLE 0x00010000 +#define FMOD_INIT_VOL0_BECOMES_VIRTUAL 0x00020000 +#define FMOD_INIT_GEOMETRY_USECLOSEST 0x00040000 +#define FMOD_INIT_PREFER_DOLBY_DOWNMIX 0x00080000 +#define FMOD_INIT_THREAD_UNSAFE 0x00100000 +#define FMOD_INIT_PROFILE_METER_ALL 0x00200000 +#define FMOD_INIT_MEMORY_TRACKING 0x00400000 + +typedef unsigned int FMOD_DRIVER_STATE; +#define FMOD_DRIVER_STATE_CONNECTED 0x00000001 +#define FMOD_DRIVER_STATE_DEFAULT 0x00000002 + +typedef unsigned int FMOD_TIMEUNIT; +#define FMOD_TIMEUNIT_MS 0x00000001 +#define FMOD_TIMEUNIT_PCM 0x00000002 +#define FMOD_TIMEUNIT_PCMBYTES 0x00000004 +#define FMOD_TIMEUNIT_RAWBYTES 0x00000008 +#define FMOD_TIMEUNIT_PCMFRACTION 0x00000010 +#define FMOD_TIMEUNIT_MODORDER 0x00000100 +#define FMOD_TIMEUNIT_MODROW 0x00000200 +#define FMOD_TIMEUNIT_MODPATTERN 0x00000400 + +typedef unsigned int FMOD_SYSTEM_CALLBACK_TYPE; +#define FMOD_SYSTEM_CALLBACK_DEVICELISTCHANGED 0x00000001 +#define FMOD_SYSTEM_CALLBACK_DEVICELOST 0x00000002 +#define FMOD_SYSTEM_CALLBACK_MEMORYALLOCATIONFAILED 0x00000004 +#define FMOD_SYSTEM_CALLBACK_THREADCREATED 0x00000008 +#define FMOD_SYSTEM_CALLBACK_BADDSPCONNECTION 0x00000010 +#define FMOD_SYSTEM_CALLBACK_PREMIX 0x00000020 +#define FMOD_SYSTEM_CALLBACK_POSTMIX 0x00000040 +#define FMOD_SYSTEM_CALLBACK_ERROR 0x00000080 +#define FMOD_SYSTEM_CALLBACK_MIDMIX 0x00000100 +#define FMOD_SYSTEM_CALLBACK_THREADDESTROYED 0x00000200 +#define FMOD_SYSTEM_CALLBACK_PREUPDATE 0x00000400 +#define FMOD_SYSTEM_CALLBACK_POSTUPDATE 0x00000800 +#define FMOD_SYSTEM_CALLBACK_RECORDLISTCHANGED 0x00001000 +#define FMOD_SYSTEM_CALLBACK_BUFFEREDNOMIX 0x00002000 +#define FMOD_SYSTEM_CALLBACK_DEVICEREINITIALIZE 0x00004000 +#define FMOD_SYSTEM_CALLBACK_OUTPUTUNDERRUN 0x00008000 +#define FMOD_SYSTEM_CALLBACK_RECORDPOSITIONCHANGED 0x00010000 +#define FMOD_SYSTEM_CALLBACK_ALL 0xFFFFFFFF + +typedef unsigned int FMOD_MODE; +#define FMOD_DEFAULT 0x00000000 +#define FMOD_LOOP_OFF 0x00000001 +#define FMOD_LOOP_NORMAL 0x00000002 +#define FMOD_LOOP_BIDI 0x00000004 +#define FMOD_2D 0x00000008 +#define FMOD_3D 0x00000010 +#define FMOD_CREATESTREAM 0x00000080 +#define FMOD_CREATESAMPLE 0x00000100 +#define FMOD_CREATECOMPRESSEDSAMPLE 0x00000200 +#define FMOD_OPENUSER 0x00000400 +#define FMOD_OPENMEMORY 0x00000800 +#define FMOD_OPENMEMORY_POINT 0x10000000 +#define FMOD_OPENRAW 0x00001000 +#define FMOD_OPENONLY 0x00002000 +#define FMOD_ACCURATETIME 0x00004000 +#define FMOD_MPEGSEARCH 0x00008000 +#define FMOD_NONBLOCKING 0x00010000 +#define FMOD_UNIQUE 0x00020000 +#define FMOD_3D_HEADRELATIVE 0x00040000 +#define FMOD_3D_WORLDRELATIVE 0x00080000 +#define FMOD_3D_INVERSEROLLOFF 0x00100000 +#define FMOD_3D_LINEARROLLOFF 0x00200000 +#define FMOD_3D_LINEARSQUAREROLLOFF 0x00400000 +#define FMOD_3D_INVERSETAPEREDROLLOFF 0x00800000 +#define FMOD_3D_CUSTOMROLLOFF 0x04000000 +#define FMOD_3D_IGNOREGEOMETRY 0x40000000 +#define FMOD_IGNORETAGS 0x02000000 +#define FMOD_LOWMEM 0x08000000 +#define FMOD_VIRTUAL_PLAYFROMSTART 0x80000000 + +typedef unsigned int FMOD_CHANNELMASK; +#define FMOD_CHANNELMASK_FRONT_LEFT 0x00000001 +#define FMOD_CHANNELMASK_FRONT_RIGHT 0x00000002 +#define FMOD_CHANNELMASK_FRONT_CENTER 0x00000004 +#define FMOD_CHANNELMASK_LOW_FREQUENCY 0x00000008 +#define FMOD_CHANNELMASK_SURROUND_LEFT 0x00000010 +#define FMOD_CHANNELMASK_SURROUND_RIGHT 0x00000020 +#define FMOD_CHANNELMASK_BACK_LEFT 0x00000040 +#define FMOD_CHANNELMASK_BACK_RIGHT 0x00000080 +#define FMOD_CHANNELMASK_BACK_CENTER 0x00000100 +#define FMOD_CHANNELMASK_MONO (FMOD_CHANNELMASK_FRONT_LEFT) +#define FMOD_CHANNELMASK_STEREO (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT) +#define FMOD_CHANNELMASK_LRC (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_FRONT_CENTER) +#define FMOD_CHANNELMASK_QUAD (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_SURROUND_LEFT | FMOD_CHANNELMASK_SURROUND_RIGHT) +#define FMOD_CHANNELMASK_SURROUND (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_FRONT_CENTER | FMOD_CHANNELMASK_SURROUND_LEFT | FMOD_CHANNELMASK_SURROUND_RIGHT) +#define FMOD_CHANNELMASK_5POINT1 (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_FRONT_CENTER | FMOD_CHANNELMASK_LOW_FREQUENCY | FMOD_CHANNELMASK_SURROUND_LEFT | FMOD_CHANNELMASK_SURROUND_RIGHT) +#define FMOD_CHANNELMASK_5POINT1_REARS (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_FRONT_CENTER | FMOD_CHANNELMASK_LOW_FREQUENCY | FMOD_CHANNELMASK_BACK_LEFT | FMOD_CHANNELMASK_BACK_RIGHT) +#define FMOD_CHANNELMASK_7POINT0 (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_FRONT_CENTER | FMOD_CHANNELMASK_SURROUND_LEFT | FMOD_CHANNELMASK_SURROUND_RIGHT | FMOD_CHANNELMASK_BACK_LEFT | FMOD_CHANNELMASK_BACK_RIGHT) +#define FMOD_CHANNELMASK_7POINT1 (FMOD_CHANNELMASK_FRONT_LEFT | FMOD_CHANNELMASK_FRONT_RIGHT | FMOD_CHANNELMASK_FRONT_CENTER | FMOD_CHANNELMASK_LOW_FREQUENCY | FMOD_CHANNELMASK_SURROUND_LEFT | FMOD_CHANNELMASK_SURROUND_RIGHT | FMOD_CHANNELMASK_BACK_LEFT | FMOD_CHANNELMASK_BACK_RIGHT) + +typedef unsigned long long FMOD_PORT_INDEX; +#define FMOD_PORT_INDEX_NONE 0xFFFFFFFFFFFFFFFF +#define FMOD_PORT_INDEX_FLAG_VR_CONTROLLER 0x1000000000000000 + +typedef int FMOD_THREAD_PRIORITY; +/* Platform specific priority range */ +#define FMOD_THREAD_PRIORITY_PLATFORM_MIN (-32 * 1024) +#define FMOD_THREAD_PRIORITY_PLATFORM_MAX ( 32 * 1024) +/* Platform agnostic priorities, maps internally to platform specific value */ +#define FMOD_THREAD_PRIORITY_DEFAULT (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 1) +#define FMOD_THREAD_PRIORITY_LOW (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 2) +#define FMOD_THREAD_PRIORITY_MEDIUM (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 3) +#define FMOD_THREAD_PRIORITY_HIGH (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 4) +#define FMOD_THREAD_PRIORITY_VERY_HIGH (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 5) +#define FMOD_THREAD_PRIORITY_EXTREME (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 6) +#define FMOD_THREAD_PRIORITY_CRITICAL (FMOD_THREAD_PRIORITY_PLATFORM_MIN - 7) +/* Thread defaults */ +#define FMOD_THREAD_PRIORITY_MIXER FMOD_THREAD_PRIORITY_EXTREME +#define FMOD_THREAD_PRIORITY_FEEDER FMOD_THREAD_PRIORITY_CRITICAL +#define FMOD_THREAD_PRIORITY_STREAM FMOD_THREAD_PRIORITY_VERY_HIGH +#define FMOD_THREAD_PRIORITY_FILE FMOD_THREAD_PRIORITY_HIGH +#define FMOD_THREAD_PRIORITY_NONBLOCKING FMOD_THREAD_PRIORITY_HIGH +#define FMOD_THREAD_PRIORITY_RECORD FMOD_THREAD_PRIORITY_HIGH +#define FMOD_THREAD_PRIORITY_GEOMETRY FMOD_THREAD_PRIORITY_LOW +#define FMOD_THREAD_PRIORITY_PROFILER FMOD_THREAD_PRIORITY_MEDIUM +#define FMOD_THREAD_PRIORITY_STUDIO_UPDATE FMOD_THREAD_PRIORITY_MEDIUM +#define FMOD_THREAD_PRIORITY_STUDIO_LOAD_BANK FMOD_THREAD_PRIORITY_MEDIUM +#define FMOD_THREAD_PRIORITY_STUDIO_LOAD_SAMPLE FMOD_THREAD_PRIORITY_MEDIUM +#define FMOD_THREAD_PRIORITY_CONVOLUTION1 FMOD_THREAD_PRIORITY_VERY_HIGH +#define FMOD_THREAD_PRIORITY_CONVOLUTION2 FMOD_THREAD_PRIORITY_VERY_HIGH + +typedef unsigned int FMOD_THREAD_STACK_SIZE; +#define FMOD_THREAD_STACK_SIZE_DEFAULT 0 +#define FMOD_THREAD_STACK_SIZE_MIXER (80 * 1024) +#define FMOD_THREAD_STACK_SIZE_FEEDER (16 * 1024) +#define FMOD_THREAD_STACK_SIZE_STREAM (96 * 1024) +#define FMOD_THREAD_STACK_SIZE_FILE (64 * 1024) +#define FMOD_THREAD_STACK_SIZE_NONBLOCKING (112 * 1024) +#define FMOD_THREAD_STACK_SIZE_RECORD (16 * 1024) +#define FMOD_THREAD_STACK_SIZE_GEOMETRY (48 * 1024) +#define FMOD_THREAD_STACK_SIZE_PROFILER (128 * 1024) +#define FMOD_THREAD_STACK_SIZE_STUDIO_UPDATE (96 * 1024) +#define FMOD_THREAD_STACK_SIZE_STUDIO_LOAD_BANK (96 * 1024) +#define FMOD_THREAD_STACK_SIZE_STUDIO_LOAD_SAMPLE (96 * 1024) +#define FMOD_THREAD_STACK_SIZE_CONVOLUTION1 (16 * 1024) +#define FMOD_THREAD_STACK_SIZE_CONVOLUTION2 (16 * 1024) + +typedef long long FMOD_THREAD_AFFINITY; +/* Platform agnostic thread groupings */ +#define FMOD_THREAD_AFFINITY_GROUP_DEFAULT 0x4000000000000000 +#define FMOD_THREAD_AFFINITY_GROUP_A 0x4000000000000001 +#define FMOD_THREAD_AFFINITY_GROUP_B 0x4000000000000002 +#define FMOD_THREAD_AFFINITY_GROUP_C 0x4000000000000003 +/* Thread defaults */ +#define FMOD_THREAD_AFFINITY_MIXER FMOD_THREAD_AFFINITY_GROUP_A +#define FMOD_THREAD_AFFINITY_FEEDER FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_STREAM FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_FILE FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_NONBLOCKING FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_RECORD FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_GEOMETRY FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_PROFILER FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_STUDIO_UPDATE FMOD_THREAD_AFFINITY_GROUP_B +#define FMOD_THREAD_AFFINITY_STUDIO_LOAD_BANK FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_STUDIO_LOAD_SAMPLE FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_CONVOLUTION1 FMOD_THREAD_AFFINITY_GROUP_C +#define FMOD_THREAD_AFFINITY_CONVOLUTION2 FMOD_THREAD_AFFINITY_GROUP_C +/* Core mask, valid up to 1 << 62 */ +#define FMOD_THREAD_AFFINITY_CORE_ALL 0 +#define FMOD_THREAD_AFFINITY_CORE_0 (1 << 0) +#define FMOD_THREAD_AFFINITY_CORE_1 (1 << 1) +#define FMOD_THREAD_AFFINITY_CORE_2 (1 << 2) +#define FMOD_THREAD_AFFINITY_CORE_3 (1 << 3) +#define FMOD_THREAD_AFFINITY_CORE_4 (1 << 4) +#define FMOD_THREAD_AFFINITY_CORE_5 (1 << 5) +#define FMOD_THREAD_AFFINITY_CORE_6 (1 << 6) +#define FMOD_THREAD_AFFINITY_CORE_7 (1 << 7) +#define FMOD_THREAD_AFFINITY_CORE_8 (1 << 8) +#define FMOD_THREAD_AFFINITY_CORE_9 (1 << 9) +#define FMOD_THREAD_AFFINITY_CORE_10 (1 << 10) +#define FMOD_THREAD_AFFINITY_CORE_11 (1 << 11) +#define FMOD_THREAD_AFFINITY_CORE_12 (1 << 12) +#define FMOD_THREAD_AFFINITY_CORE_13 (1 << 13) +#define FMOD_THREAD_AFFINITY_CORE_14 (1 << 14) +#define FMOD_THREAD_AFFINITY_CORE_15 (1 << 15) + +/* Preset for FMOD_REVERB_PROPERTIES */ +#define FMOD_PRESET_OFF { 1000, 7, 11, 5000, 100, 100, 100, 250, 0, 20, 96, -80.0f } +#define FMOD_PRESET_GENERIC { 1500, 7, 11, 5000, 83, 100, 100, 250, 0, 14500, 96, -8.0f } +#define FMOD_PRESET_PADDEDCELL { 170, 1, 2, 5000, 10, 100, 100, 250, 0, 160, 84, -7.8f } +#define FMOD_PRESET_ROOM { 400, 2, 3, 5000, 83, 100, 100, 250, 0, 6050, 88, -9.4f } +#define FMOD_PRESET_BATHROOM { 1500, 7, 11, 5000, 54, 100, 60, 250, 0, 2900, 83, 0.5f } +#define FMOD_PRESET_LIVINGROOM { 500, 3, 4, 5000, 10, 100, 100, 250, 0, 160, 58, -19.0f } +#define FMOD_PRESET_STONEROOM { 2300, 12, 17, 5000, 64, 100, 100, 250, 0, 7800, 71, -8.5f } +#define FMOD_PRESET_AUDITORIUM { 4300, 20, 30, 5000, 59, 100, 100, 250, 0, 5850, 64, -11.7f } +#define FMOD_PRESET_CONCERTHALL { 3900, 20, 29, 5000, 70, 100, 100, 250, 0, 5650, 80, -9.8f } +#define FMOD_PRESET_CAVE { 2900, 15, 22, 5000, 100, 100, 100, 250, 0, 20000, 59, -11.3f } +#define FMOD_PRESET_ARENA { 7200, 20, 30, 5000, 33, 100, 100, 250, 0, 4500, 80, -9.6f } +#define FMOD_PRESET_HANGAR { 10000, 20, 30, 5000, 23, 100, 100, 250, 0, 3400, 72, -7.4f } +#define FMOD_PRESET_CARPETTEDHALLWAY { 300, 2, 30, 5000, 10, 100, 100, 250, 0, 500, 56, -24.0f } +#define FMOD_PRESET_HALLWAY { 1500, 7, 11, 5000, 59, 100, 100, 250, 0, 7800, 87, -5.5f } +#define FMOD_PRESET_STONECORRIDOR { 270, 13, 20, 5000, 79, 100, 100, 250, 0, 9000, 86, -6.0f } +#define FMOD_PRESET_ALLEY { 1500, 7, 11, 5000, 86, 100, 100, 250, 0, 8300, 80, -9.8f } +#define FMOD_PRESET_FOREST { 1500, 162, 88, 5000, 54, 79, 100, 250, 0, 760, 94, -12.3f } +#define FMOD_PRESET_CITY { 1500, 7, 11, 5000, 67, 50, 100, 250, 0, 4050, 66, -26.0f } +#define FMOD_PRESET_MOUNTAINS { 1500, 300, 100, 5000, 21, 27, 100, 250, 0, 1220, 82, -24.0f } +#define FMOD_PRESET_QUARRY { 1500, 61, 25, 5000, 83, 100, 100, 250, 0, 3400, 100, -5.0f } +#define FMOD_PRESET_PLAIN { 1500, 179, 100, 5000, 50, 21, 100, 250, 0, 1670, 65, -28.0f } +#define FMOD_PRESET_PARKINGLOT { 1700, 8, 12, 5000, 100, 100, 100, 250, 0, 20000, 56, -19.5f } +#define FMOD_PRESET_SEWERPIPE { 2800, 14, 21, 5000, 14, 80, 60, 250, 0, 3400, 66, 1.2f } +#define FMOD_PRESET_UNDERWATER { 1500, 7, 11, 5000, 10, 100, 100, 250, 0, 500, 92, 7.0f } + +#define FMOD_MAX_CHANNEL_WIDTH 32 +#define FMOD_MAX_SYSTEMS 8 +#define FMOD_MAX_LISTENERS 8 +#define FMOD_REVERB_MAXINSTANCES 4 + +typedef enum FMOD_THREAD_TYPE +{ + FMOD_THREAD_TYPE_MIXER, + FMOD_THREAD_TYPE_FEEDER, + FMOD_THREAD_TYPE_STREAM, + FMOD_THREAD_TYPE_FILE, + FMOD_THREAD_TYPE_NONBLOCKING, + FMOD_THREAD_TYPE_RECORD, + FMOD_THREAD_TYPE_GEOMETRY, + FMOD_THREAD_TYPE_PROFILER, + FMOD_THREAD_TYPE_STUDIO_UPDATE, + FMOD_THREAD_TYPE_STUDIO_LOAD_BANK, + FMOD_THREAD_TYPE_STUDIO_LOAD_SAMPLE, + FMOD_THREAD_TYPE_CONVOLUTION1, + FMOD_THREAD_TYPE_CONVOLUTION2, + + FMOD_THREAD_TYPE_MAX, + FMOD_THREAD_TYPE_FORCEINT = 65536 +} FMOD_THREAD_TYPE; + +typedef enum FMOD_RESULT +{ + FMOD_OK, + FMOD_ERR_BADCOMMAND, + FMOD_ERR_CHANNEL_ALLOC, + FMOD_ERR_CHANNEL_STOLEN, + FMOD_ERR_DMA, + FMOD_ERR_DSP_CONNECTION, + FMOD_ERR_DSP_DONTPROCESS, + FMOD_ERR_DSP_FORMAT, + FMOD_ERR_DSP_INUSE, + FMOD_ERR_DSP_NOTFOUND, + FMOD_ERR_DSP_RESERVED, + FMOD_ERR_DSP_SILENCE, + FMOD_ERR_DSP_TYPE, + FMOD_ERR_FILE_BAD, + FMOD_ERR_FILE_COULDNOTSEEK, + FMOD_ERR_FILE_DISKEJECTED, + FMOD_ERR_FILE_EOF, + FMOD_ERR_FILE_ENDOFDATA, + FMOD_ERR_FILE_NOTFOUND, + FMOD_ERR_FORMAT, + FMOD_ERR_HEADER_MISMATCH, + FMOD_ERR_HTTP, + FMOD_ERR_HTTP_ACCESS, + FMOD_ERR_HTTP_PROXY_AUTH, + FMOD_ERR_HTTP_SERVER_ERROR, + FMOD_ERR_HTTP_TIMEOUT, + FMOD_ERR_INITIALIZATION, + FMOD_ERR_INITIALIZED, + FMOD_ERR_INTERNAL, + FMOD_ERR_INVALID_FLOAT, + FMOD_ERR_INVALID_HANDLE, + FMOD_ERR_INVALID_PARAM, + FMOD_ERR_INVALID_POSITION, + FMOD_ERR_INVALID_SPEAKER, + FMOD_ERR_INVALID_SYNCPOINT, + FMOD_ERR_INVALID_THREAD, + FMOD_ERR_INVALID_VECTOR, + FMOD_ERR_MAXAUDIBLE, + FMOD_ERR_MEMORY, + FMOD_ERR_MEMORY_CANTPOINT, + FMOD_ERR_NEEDS3D, + FMOD_ERR_NEEDSHARDWARE, + FMOD_ERR_NET_CONNECT, + FMOD_ERR_NET_SOCKET_ERROR, + FMOD_ERR_NET_URL, + FMOD_ERR_NET_WOULD_BLOCK, + FMOD_ERR_NOTREADY, + FMOD_ERR_OUTPUT_ALLOCATED, + FMOD_ERR_OUTPUT_CREATEBUFFER, + FMOD_ERR_OUTPUT_DRIVERCALL, + FMOD_ERR_OUTPUT_FORMAT, + FMOD_ERR_OUTPUT_INIT, + FMOD_ERR_OUTPUT_NODRIVERS, + FMOD_ERR_PLUGIN, + FMOD_ERR_PLUGIN_MISSING, + FMOD_ERR_PLUGIN_RESOURCE, + FMOD_ERR_PLUGIN_VERSION, + FMOD_ERR_RECORD, + FMOD_ERR_REVERB_CHANNELGROUP, + FMOD_ERR_REVERB_INSTANCE, + FMOD_ERR_SUBSOUNDS, + FMOD_ERR_SUBSOUND_ALLOCATED, + FMOD_ERR_SUBSOUND_CANTMOVE, + FMOD_ERR_TAGNOTFOUND, + FMOD_ERR_TOOMANYCHANNELS, + FMOD_ERR_TRUNCATED, + FMOD_ERR_UNIMPLEMENTED, + FMOD_ERR_UNINITIALIZED, + FMOD_ERR_UNSUPPORTED, + FMOD_ERR_VERSION, + FMOD_ERR_EVENT_ALREADY_LOADED, + FMOD_ERR_EVENT_LIVEUPDATE_BUSY, + FMOD_ERR_EVENT_LIVEUPDATE_MISMATCH, + FMOD_ERR_EVENT_LIVEUPDATE_TIMEOUT, + FMOD_ERR_EVENT_NOTFOUND, + FMOD_ERR_STUDIO_UNINITIALIZED, + FMOD_ERR_STUDIO_NOT_LOADED, + FMOD_ERR_INVALID_STRING, + FMOD_ERR_ALREADY_LOCKED, + FMOD_ERR_NOT_LOCKED, + FMOD_ERR_RECORD_DISCONNECTED, + FMOD_ERR_TOOMANYSAMPLES, + + FMOD_RESULT_FORCEINT = 65536 +} FMOD_RESULT; + +typedef enum FMOD_CHANNELCONTROL_TYPE +{ + FMOD_CHANNELCONTROL_CHANNEL, + FMOD_CHANNELCONTROL_CHANNELGROUP, + + FMOD_CHANNELCONTROL_MAX, + FMOD_CHANNELCONTROL_FORCEINT = 65536 +} FMOD_CHANNELCONTROL_TYPE; + +typedef enum FMOD_OUTPUTTYPE +{ + FMOD_OUTPUTTYPE_AUTODETECT, + FMOD_OUTPUTTYPE_UNKNOWN, + FMOD_OUTPUTTYPE_NOSOUND, + FMOD_OUTPUTTYPE_WAVWRITER, + FMOD_OUTPUTTYPE_NOSOUND_NRT, + FMOD_OUTPUTTYPE_WAVWRITER_NRT, + FMOD_OUTPUTTYPE_WASAPI, + FMOD_OUTPUTTYPE_ASIO, + FMOD_OUTPUTTYPE_PULSEAUDIO, + FMOD_OUTPUTTYPE_ALSA, + FMOD_OUTPUTTYPE_COREAUDIO, + FMOD_OUTPUTTYPE_AUDIOTRACK, + FMOD_OUTPUTTYPE_OPENSL, + FMOD_OUTPUTTYPE_AUDIOOUT, + FMOD_OUTPUTTYPE_AUDIO3D, + FMOD_OUTPUTTYPE_WEBAUDIO, + FMOD_OUTPUTTYPE_NNAUDIO, + FMOD_OUTPUTTYPE_WINSONIC, + FMOD_OUTPUTTYPE_AAUDIO, + FMOD_OUTPUTTYPE_AUDIOWORKLET, + FMOD_OUTPUTTYPE_PHASE, + FMOD_OUTPUTTYPE_OHAUDIO, + + FMOD_OUTPUTTYPE_MAX, + FMOD_OUTPUTTYPE_FORCEINT = 65536 +} FMOD_OUTPUTTYPE; + +typedef enum FMOD_DEBUG_MODE +{ + FMOD_DEBUG_MODE_TTY, + FMOD_DEBUG_MODE_FILE, + FMOD_DEBUG_MODE_CALLBACK, + + FMOD_DEBUG_MODE_FORCEINT = 65536 +} FMOD_DEBUG_MODE; + +typedef enum FMOD_SPEAKERMODE +{ + FMOD_SPEAKERMODE_DEFAULT, + FMOD_SPEAKERMODE_RAW, + FMOD_SPEAKERMODE_MONO, + FMOD_SPEAKERMODE_STEREO, + FMOD_SPEAKERMODE_QUAD, + FMOD_SPEAKERMODE_SURROUND, + FMOD_SPEAKERMODE_5POINT1, + FMOD_SPEAKERMODE_7POINT1, + FMOD_SPEAKERMODE_7POINT1POINT4, + + FMOD_SPEAKERMODE_MAX, + FMOD_SPEAKERMODE_FORCEINT = 65536 +} FMOD_SPEAKERMODE; + +typedef enum FMOD_SPEAKER +{ + FMOD_SPEAKER_NONE = -1, + FMOD_SPEAKER_FRONT_LEFT = 0, + FMOD_SPEAKER_FRONT_RIGHT, + FMOD_SPEAKER_FRONT_CENTER, + FMOD_SPEAKER_LOW_FREQUENCY, + FMOD_SPEAKER_SURROUND_LEFT, + FMOD_SPEAKER_SURROUND_RIGHT, + FMOD_SPEAKER_BACK_LEFT, + FMOD_SPEAKER_BACK_RIGHT, + FMOD_SPEAKER_TOP_FRONT_LEFT, + FMOD_SPEAKER_TOP_FRONT_RIGHT, + FMOD_SPEAKER_TOP_BACK_LEFT, + FMOD_SPEAKER_TOP_BACK_RIGHT, + + FMOD_SPEAKER_MAX, + FMOD_SPEAKER_FORCEINT = 65536 +} FMOD_SPEAKER; + +typedef enum FMOD_CHANNELORDER +{ + FMOD_CHANNELORDER_DEFAULT, + FMOD_CHANNELORDER_WAVEFORMAT, + FMOD_CHANNELORDER_PROTOOLS, + FMOD_CHANNELORDER_ALLMONO, + FMOD_CHANNELORDER_ALLSTEREO, + FMOD_CHANNELORDER_ALSA, + + FMOD_CHANNELORDER_MAX, + FMOD_CHANNELORDER_FORCEINT = 65536 +} FMOD_CHANNELORDER; + +typedef enum FMOD_PLUGINTYPE +{ + FMOD_PLUGINTYPE_OUTPUT, + FMOD_PLUGINTYPE_CODEC, + FMOD_PLUGINTYPE_DSP, + + FMOD_PLUGINTYPE_MAX, + FMOD_PLUGINTYPE_FORCEINT = 65536 +} FMOD_PLUGINTYPE; + +typedef enum FMOD_SOUND_TYPE +{ + FMOD_SOUND_TYPE_UNKNOWN, + FMOD_SOUND_TYPE_AIFF, + FMOD_SOUND_TYPE_ASF, + FMOD_SOUND_TYPE_DLS, + FMOD_SOUND_TYPE_FLAC, + FMOD_SOUND_TYPE_FSB, + FMOD_SOUND_TYPE_IT, + FMOD_SOUND_TYPE_MIDI, + FMOD_SOUND_TYPE_MOD, + FMOD_SOUND_TYPE_MPEG, + FMOD_SOUND_TYPE_OGGVORBIS, + FMOD_SOUND_TYPE_PLAYLIST, + FMOD_SOUND_TYPE_RAW, + FMOD_SOUND_TYPE_S3M, + FMOD_SOUND_TYPE_USER, + FMOD_SOUND_TYPE_WAV, + FMOD_SOUND_TYPE_XM, + FMOD_SOUND_TYPE_XMA, + FMOD_SOUND_TYPE_AUDIOQUEUE, + FMOD_SOUND_TYPE_AT9, + FMOD_SOUND_TYPE_VORBIS, + FMOD_SOUND_TYPE_MEDIA_FOUNDATION, + FMOD_SOUND_TYPE_MEDIACODEC, + FMOD_SOUND_TYPE_FADPCM, + FMOD_SOUND_TYPE_OPUS, + + FMOD_SOUND_TYPE_MAX, + FMOD_SOUND_TYPE_FORCEINT = 65536 +} FMOD_SOUND_TYPE; + +typedef enum FMOD_SOUND_FORMAT +{ + FMOD_SOUND_FORMAT_NONE, + FMOD_SOUND_FORMAT_PCM8, + FMOD_SOUND_FORMAT_PCM16, + FMOD_SOUND_FORMAT_PCM24, + FMOD_SOUND_FORMAT_PCM32, + FMOD_SOUND_FORMAT_PCMFLOAT, + FMOD_SOUND_FORMAT_BITSTREAM, + + FMOD_SOUND_FORMAT_MAX, + FMOD_SOUND_FORMAT_FORCEINT = 65536 +} FMOD_SOUND_FORMAT; + +typedef enum FMOD_OPENSTATE +{ + FMOD_OPENSTATE_READY, + FMOD_OPENSTATE_LOADING, + FMOD_OPENSTATE_ERROR, + FMOD_OPENSTATE_CONNECTING, + FMOD_OPENSTATE_BUFFERING, + FMOD_OPENSTATE_SEEKING, + FMOD_OPENSTATE_PLAYING, + FMOD_OPENSTATE_SETPOSITION, + + FMOD_OPENSTATE_MAX, + FMOD_OPENSTATE_FORCEINT = 65536 +} FMOD_OPENSTATE; + +typedef enum FMOD_SOUNDGROUP_BEHAVIOR +{ + FMOD_SOUNDGROUP_BEHAVIOR_FAIL, + FMOD_SOUNDGROUP_BEHAVIOR_MUTE, + FMOD_SOUNDGROUP_BEHAVIOR_STEALLOWEST, + + FMOD_SOUNDGROUP_BEHAVIOR_MAX, + FMOD_SOUNDGROUP_BEHAVIOR_FORCEINT = 65536 +} FMOD_SOUNDGROUP_BEHAVIOR; + +typedef enum FMOD_CHANNELCONTROL_CALLBACK_TYPE +{ + FMOD_CHANNELCONTROL_CALLBACK_END, + FMOD_CHANNELCONTROL_CALLBACK_VIRTUALVOICE, + FMOD_CHANNELCONTROL_CALLBACK_SYNCPOINT, + FMOD_CHANNELCONTROL_CALLBACK_OCCLUSION, + + FMOD_CHANNELCONTROL_CALLBACK_MAX, + FMOD_CHANNELCONTROL_CALLBACK_FORCEINT = 65536 +} FMOD_CHANNELCONTROL_CALLBACK_TYPE; + +typedef enum FMOD_CHANNELCONTROL_DSP_INDEX +{ + FMOD_CHANNELCONTROL_DSP_HEAD = -1, + FMOD_CHANNELCONTROL_DSP_FADER = -2, + FMOD_CHANNELCONTROL_DSP_TAIL = -3, + + FMOD_CHANNELCONTROL_DSP_FORCEINT = 65536 +} FMOD_CHANNELCONTROL_DSP_INDEX; + +typedef enum FMOD_ERRORCALLBACK_INSTANCETYPE +{ + FMOD_ERRORCALLBACK_INSTANCETYPE_NONE, + FMOD_ERRORCALLBACK_INSTANCETYPE_SYSTEM, + FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNEL, + FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNELGROUP, + FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNELCONTROL, + FMOD_ERRORCALLBACK_INSTANCETYPE_SOUND, + FMOD_ERRORCALLBACK_INSTANCETYPE_SOUNDGROUP, + FMOD_ERRORCALLBACK_INSTANCETYPE_DSP, + FMOD_ERRORCALLBACK_INSTANCETYPE_DSPCONNECTION, + FMOD_ERRORCALLBACK_INSTANCETYPE_GEOMETRY, + FMOD_ERRORCALLBACK_INSTANCETYPE_REVERB3D, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_SYSTEM, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_EVENTDESCRIPTION, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_EVENTINSTANCE, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_PARAMETERINSTANCE, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_BUS, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_VCA, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_BANK, + FMOD_ERRORCALLBACK_INSTANCETYPE_STUDIO_COMMANDREPLAY, + + FMOD_ERRORCALLBACK_INSTANCETYPE_FORCEINT = 65536 +} FMOD_ERRORCALLBACK_INSTANCETYPE; + +typedef enum FMOD_DSP_RESAMPLER +{ + FMOD_DSP_RESAMPLER_DEFAULT, + FMOD_DSP_RESAMPLER_NOINTERP, + FMOD_DSP_RESAMPLER_LINEAR, + FMOD_DSP_RESAMPLER_CUBIC, + FMOD_DSP_RESAMPLER_SPLINE, + + FMOD_DSP_RESAMPLER_MAX, + FMOD_DSP_RESAMPLER_FORCEINT = 65536 +} FMOD_DSP_RESAMPLER; + +typedef enum FMOD_DSP_CALLBACK_TYPE +{ + FMOD_DSP_CALLBACK_DATAPARAMETERRELEASE, + + FMOD_DSP_CALLBACK_MAX, + FMOD_DSP_CALLBACK_FORCEINT = 65536 +} FMOD_DSP_CALLBACK_TYPE; + +typedef enum FMOD_DSPCONNECTION_TYPE +{ + FMOD_DSPCONNECTION_TYPE_STANDARD, + FMOD_DSPCONNECTION_TYPE_SIDECHAIN, + FMOD_DSPCONNECTION_TYPE_SEND, + FMOD_DSPCONNECTION_TYPE_SEND_SIDECHAIN, + + FMOD_DSPCONNECTION_TYPE_MAX, + FMOD_DSPCONNECTION_TYPE_FORCEINT = 65536 +} FMOD_DSPCONNECTION_TYPE; + +typedef enum FMOD_TAGTYPE +{ + FMOD_TAGTYPE_UNKNOWN, + FMOD_TAGTYPE_ID3V1, + FMOD_TAGTYPE_ID3V2, + FMOD_TAGTYPE_VORBISCOMMENT, + FMOD_TAGTYPE_SHOUTCAST, + FMOD_TAGTYPE_ICECAST, + FMOD_TAGTYPE_ASF, + FMOD_TAGTYPE_MIDI, + FMOD_TAGTYPE_PLAYLIST, + FMOD_TAGTYPE_FMOD, + FMOD_TAGTYPE_USER, + + FMOD_TAGTYPE_MAX, + FMOD_TAGTYPE_FORCEINT = 65536 +} FMOD_TAGTYPE; + +typedef enum FMOD_TAGDATATYPE +{ + FMOD_TAGDATATYPE_BINARY, + FMOD_TAGDATATYPE_INT, + FMOD_TAGDATATYPE_FLOAT, + FMOD_TAGDATATYPE_STRING, + FMOD_TAGDATATYPE_STRING_UTF16, + FMOD_TAGDATATYPE_STRING_UTF16BE, + FMOD_TAGDATATYPE_STRING_UTF8, + + FMOD_TAGDATATYPE_MAX, + FMOD_TAGDATATYPE_FORCEINT = 65536 +} FMOD_TAGDATATYPE; + +typedef enum FMOD_PORT_TYPE +{ + FMOD_PORT_TYPE_MUSIC, + FMOD_PORT_TYPE_COPYRIGHT_MUSIC, + FMOD_PORT_TYPE_VOICE, + FMOD_PORT_TYPE_CONTROLLER, + FMOD_PORT_TYPE_PERSONAL, + FMOD_PORT_TYPE_VIBRATION, + FMOD_PORT_TYPE_AUX, + + FMOD_PORT_TYPE_MAX, + FMOD_PORT_TYPE_FORCEINT = 65536 +} FMOD_PORT_TYPE; + +/* + FMOD callbacks +*/ +typedef FMOD_RESULT (F_CALL *FMOD_DEBUG_CALLBACK) (FMOD_DEBUG_FLAGS flags, const char *file, int line, const char* func, const char* message); +typedef FMOD_RESULT (F_CALL *FMOD_SYSTEM_CALLBACK) (FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void* commanddata2, void *userdata); +typedef FMOD_RESULT (F_CALL *FMOD_CHANNELCONTROL_CALLBACK) (FMOD_CHANNELCONTROL *channelcontrol, FMOD_CHANNELCONTROL_TYPE controltype, FMOD_CHANNELCONTROL_CALLBACK_TYPE callbacktype, void *commanddata1, void *commanddata2); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_CALLBACK) (FMOD_DSP *dsp, FMOD_DSP_CALLBACK_TYPE type, void *data); +typedef FMOD_RESULT (F_CALL *FMOD_SOUND_NONBLOCK_CALLBACK) (FMOD_SOUND *sound, FMOD_RESULT result); +typedef FMOD_RESULT (F_CALL *FMOD_SOUND_PCMREAD_CALLBACK) (FMOD_SOUND *sound, void *data, unsigned int datalen); +typedef FMOD_RESULT (F_CALL *FMOD_SOUND_PCMSETPOS_CALLBACK) (FMOD_SOUND *sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype); +typedef FMOD_RESULT (F_CALL *FMOD_FILE_OPEN_CALLBACK) (const char *name, unsigned int *filesize, void **handle, void *userdata); +typedef FMOD_RESULT (F_CALL *FMOD_FILE_CLOSE_CALLBACK) (void *handle, void *userdata); +typedef FMOD_RESULT (F_CALL *FMOD_FILE_READ_CALLBACK) (void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void *userdata); +typedef FMOD_RESULT (F_CALL *FMOD_FILE_SEEK_CALLBACK) (void *handle, unsigned int pos, void *userdata); +typedef FMOD_RESULT (F_CALL *FMOD_FILE_ASYNCREAD_CALLBACK) (FMOD_ASYNCREADINFO *info, void *userdata); +typedef FMOD_RESULT (F_CALL *FMOD_FILE_ASYNCCANCEL_CALLBACK)(FMOD_ASYNCREADINFO *info, void *userdata); +typedef void (F_CALL *FMOD_FILE_ASYNCDONE_FUNC) (FMOD_ASYNCREADINFO *info, FMOD_RESULT result); +typedef void* (F_CALL *FMOD_MEMORY_ALLOC_CALLBACK) (unsigned int size, FMOD_MEMORY_TYPE type, const char *sourcestr); +typedef void* (F_CALL *FMOD_MEMORY_REALLOC_CALLBACK) (void *ptr, unsigned int size, FMOD_MEMORY_TYPE type, const char *sourcestr); +typedef void (F_CALL *FMOD_MEMORY_FREE_CALLBACK) (void *ptr, FMOD_MEMORY_TYPE type, const char *sourcestr); +typedef float (F_CALL *FMOD_3D_ROLLOFF_CALLBACK) (FMOD_CHANNELCONTROL *channelcontrol, float distance); + +/* + FMOD structs +*/ +struct FMOD_ASYNCREADINFO +{ + void *handle; + unsigned int offset; + unsigned int sizebytes; + int priority; + void *userdata; + void *buffer; + unsigned int bytesread; + FMOD_FILE_ASYNCDONE_FUNC done; +}; + +typedef struct FMOD_VECTOR +{ + float x; + float y; + float z; +} FMOD_VECTOR; + +typedef struct FMOD_3D_ATTRIBUTES +{ + FMOD_VECTOR position; + FMOD_VECTOR velocity; + FMOD_VECTOR forward; + FMOD_VECTOR up; +} FMOD_3D_ATTRIBUTES; + +typedef struct FMOD_GUID +{ + unsigned int Data1; + unsigned short Data2; + unsigned short Data3; + unsigned char Data4[8]; +} FMOD_GUID; + +typedef struct FMOD_PLUGINLIST +{ + FMOD_PLUGINTYPE type; + void *description; +} FMOD_PLUGINLIST; + +typedef struct FMOD_ADVANCEDSETTINGS +{ + int cbSize; + int maxMPEGCodecs; + int maxADPCMCodecs; + int maxXMACodecs; + int maxVorbisCodecs; + int maxAT9Codecs; + int maxFADPCMCodecs; + int maxPCMCodecs; + int ASIONumChannels; + char **ASIOChannelList; + FMOD_SPEAKER *ASIOSpeakerList; + float vol0virtualvol; + unsigned int defaultDecodeBufferSize; + unsigned short profilePort; + unsigned int geometryMaxFadeTime; + float distanceFilterCenterFreq; + int reverb3Dinstance; + int DSPBufferPoolSize; + FMOD_DSP_RESAMPLER resamplerMethod; + unsigned int randomSeed; + int maxConvolutionThreads; + int maxOpusCodecs; + int maxSpatialObjects; +} FMOD_ADVANCEDSETTINGS; + +typedef struct FMOD_TAG +{ + FMOD_TAGTYPE type; + FMOD_TAGDATATYPE datatype; + char *name; + void *data; + unsigned int datalen; + FMOD_BOOL updated; +} FMOD_TAG; + +typedef struct FMOD_CREATESOUNDEXINFO +{ + int cbsize; + unsigned int length; + unsigned int fileoffset; + int numchannels; + int defaultfrequency; + FMOD_SOUND_FORMAT format; + unsigned int decodebuffersize; + int initialsubsound; + int numsubsounds; + int *inclusionlist; + int inclusionlistnum; + FMOD_SOUND_PCMREAD_CALLBACK pcmreadcallback; + FMOD_SOUND_PCMSETPOS_CALLBACK pcmsetposcallback; + FMOD_SOUND_NONBLOCK_CALLBACK nonblockcallback; + const char *dlsname; + const char *encryptionkey; + int maxpolyphony; + void *userdata; + FMOD_SOUND_TYPE suggestedsoundtype; + FMOD_FILE_OPEN_CALLBACK fileuseropen; + FMOD_FILE_CLOSE_CALLBACK fileuserclose; + FMOD_FILE_READ_CALLBACK fileuserread; + FMOD_FILE_SEEK_CALLBACK fileuserseek; + FMOD_FILE_ASYNCREAD_CALLBACK fileuserasyncread; + FMOD_FILE_ASYNCCANCEL_CALLBACK fileuserasynccancel; + void *fileuserdata; + int filebuffersize; + FMOD_CHANNELORDER channelorder; + FMOD_SOUNDGROUP *initialsoundgroup; + unsigned int initialseekposition; + FMOD_TIMEUNIT initialseekpostype; + int ignoresetfilesystem; + unsigned int audioqueuepolicy; + unsigned int minmidigranularity; + int nonblockthreadid; + FMOD_GUID *fsbguid; +} FMOD_CREATESOUNDEXINFO; + +typedef struct FMOD_REVERB_PROPERTIES +{ + float DecayTime; + float EarlyDelay; + float LateDelay; + float HFReference; + float HFDecayRatio; + float Diffusion; + float Density; + float LowShelfFrequency; + float LowShelfGain; + float HighCut; + float EarlyLateMix; + float WetLevel; +} FMOD_REVERB_PROPERTIES; + +typedef struct FMOD_ERRORCALLBACK_INFO +{ + FMOD_RESULT result; + FMOD_ERRORCALLBACK_INSTANCETYPE instancetype; + void *instance; + const char *functionname; + const char *functionparams; +} FMOD_ERRORCALLBACK_INFO; + +typedef struct FMOD_CPU_USAGE +{ + float dsp; + float stream; + float geometry; + float update; + float convolution1; + float convolution2; +} FMOD_CPU_USAGE; + +typedef struct FMOD_DSP_DATA_PARAMETER_INFO +{ + void *data; + unsigned int length; + int index; +} FMOD_DSP_DATA_PARAMETER_INFO; + +/* + FMOD optional headers for plugin development +*/ +#include "fmod_codec.h" +#include "fmod_dsp.h" +#include "fmod_output.h" + +#endif diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_dsp.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_dsp.h new file mode 100644 index 00000000..4719699c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_dsp.h @@ -0,0 +1,421 @@ +/* ======================================================================================== */ +/* FMOD Core API - DSP header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header if you are wanting to develop your own DSP plugin to use with FMODs */ +/* dsp system. With this header you can make your own DSP plugin that FMOD can */ +/* register and use. See the documentation and examples on how to make a working plugin. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/plugin-api-dsp.html */ +/* =========================================================================================*/ +#ifndef _FMOD_DSP_H +#define _FMOD_DSP_H + +#include "fmod_dsp_effects.h" + +typedef struct FMOD_DSP_STATE FMOD_DSP_STATE; +typedef struct FMOD_DSP_BUFFER_ARRAY FMOD_DSP_BUFFER_ARRAY; +typedef struct FMOD_COMPLEX FMOD_COMPLEX; + +/* + DSP Constants +*/ +#define FMOD_PLUGIN_SDK_VERSION 110 +#define FMOD_DSP_GETPARAM_VALUESTR_LENGTH 32 + +typedef enum +{ + FMOD_DSP_PROCESS_PERFORM, + FMOD_DSP_PROCESS_QUERY +} FMOD_DSP_PROCESS_OPERATION; + +typedef enum FMOD_DSP_PAN_SURROUND_FLAGS +{ + FMOD_DSP_PAN_SURROUND_DEFAULT = 0, + FMOD_DSP_PAN_SURROUND_ROTATION_NOT_BIASED = 1, + + FMOD_DSP_PAN_SURROUND_FLAGS_FORCEINT = 65536 +} FMOD_DSP_PAN_SURROUND_FLAGS; + +typedef enum +{ + FMOD_DSP_PARAMETER_TYPE_FLOAT, + FMOD_DSP_PARAMETER_TYPE_INT, + FMOD_DSP_PARAMETER_TYPE_BOOL, + FMOD_DSP_PARAMETER_TYPE_DATA, + + FMOD_DSP_PARAMETER_TYPE_MAX, + FMOD_DSP_PARAMETER_TYPE_FORCEINT = 65536 +} FMOD_DSP_PARAMETER_TYPE; + +typedef enum +{ + FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE_LINEAR, + FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE_AUTO, + FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE_PIECEWISE_LINEAR, + + FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE_FORCEINT = 65536 +} FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE; + +typedef enum +{ + FMOD_DSP_PARAMETER_DATA_TYPE_USER = 0, + FMOD_DSP_PARAMETER_DATA_TYPE_OVERALLGAIN = -1, + FMOD_DSP_PARAMETER_DATA_TYPE_3DATTRIBUTES = -2, + FMOD_DSP_PARAMETER_DATA_TYPE_SIDECHAIN = -3, + FMOD_DSP_PARAMETER_DATA_TYPE_FFT = -4, + FMOD_DSP_PARAMETER_DATA_TYPE_3DATTRIBUTES_MULTI = -5, + FMOD_DSP_PARAMETER_DATA_TYPE_ATTENUATION_RANGE = -6, +} FMOD_DSP_PARAMETER_DATA_TYPE; + +/* + DSP Callbacks +*/ +typedef FMOD_RESULT (F_CALL *FMOD_DSP_CREATE_CALLBACK) (FMOD_DSP_STATE *dsp_state); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_RELEASE_CALLBACK) (FMOD_DSP_STATE *dsp_state); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_RESET_CALLBACK) (FMOD_DSP_STATE *dsp_state); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_READ_CALLBACK) (FMOD_DSP_STATE *dsp_state, float *inbuffer, float *outbuffer, unsigned int length, int inchannels, int *outchannels); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PROCESS_CALLBACK) (FMOD_DSP_STATE *dsp_state, unsigned int length, const FMOD_DSP_BUFFER_ARRAY *inbufferarray, FMOD_DSP_BUFFER_ARRAY *outbufferarray, FMOD_BOOL inputsidle, FMOD_DSP_PROCESS_OPERATION op); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SETPOSITION_CALLBACK) (FMOD_DSP_STATE *dsp_state, unsigned int pos); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SHOULDIPROCESS_CALLBACK) (FMOD_DSP_STATE *dsp_state, FMOD_BOOL inputsidle, unsigned int length, FMOD_CHANNELMASK inmask, int inchannels, FMOD_SPEAKERMODE speakermode); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SETPARAM_FLOAT_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, float value); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SETPARAM_INT_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, int value); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SETPARAM_BOOL_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, FMOD_BOOL value); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SETPARAM_DATA_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, void *data, unsigned int length); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETPARAM_FLOAT_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, float *value, char *valuestr); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETPARAM_INT_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, int *value, char *valuestr); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETPARAM_BOOL_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, FMOD_BOOL *value, char *valuestr); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETPARAM_DATA_CALLBACK) (FMOD_DSP_STATE *dsp_state, int index, void **data, unsigned int *length, char *valuestr); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SYSTEM_REGISTER_CALLBACK) (FMOD_DSP_STATE *dsp_state); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SYSTEM_DEREGISTER_CALLBACK) (FMOD_DSP_STATE *dsp_state); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_SYSTEM_MIX_CALLBACK) (FMOD_DSP_STATE *dsp_state, int stage); + +/* + DSP Functions +*/ +typedef void * (F_CALL *FMOD_DSP_ALLOC_FUNC) (unsigned int size, FMOD_MEMORY_TYPE type, const char *sourcestr); +typedef void * (F_CALL *FMOD_DSP_REALLOC_FUNC) (void *ptr, unsigned int size, FMOD_MEMORY_TYPE type, const char *sourcestr); +typedef void (F_CALL *FMOD_DSP_FREE_FUNC) (void *ptr, FMOD_MEMORY_TYPE type, const char *sourcestr); +typedef void (F_CALL *FMOD_DSP_LOG_FUNC) (FMOD_DEBUG_FLAGS level, const char *file, int line, const char *function, const char *str, ...); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETSAMPLERATE_FUNC) (FMOD_DSP_STATE *dsp_state, int *rate); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETBLOCKSIZE_FUNC) (FMOD_DSP_STATE *dsp_state, unsigned int *blocksize); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETSPEAKERMODE_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_SPEAKERMODE *speakermode_mixer, FMOD_SPEAKERMODE *speakermode_output); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETCLOCK_FUNC) (FMOD_DSP_STATE *dsp_state, unsigned long long *clock, unsigned int *offset, unsigned int *length); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETLISTENERATTRIBUTES_FUNC) (FMOD_DSP_STATE *dsp_state, int *numlisteners, FMOD_3D_ATTRIBUTES *attributes); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_GETUSERDATA_FUNC) (FMOD_DSP_STATE *dsp_state, void **userdata); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_DFT_FFTREAL_FUNC) (FMOD_DSP_STATE *dsp_state, int size, const float *signal, FMOD_COMPLEX* dft, const float *window, int signalhop); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_DFT_IFFTREAL_FUNC) (FMOD_DSP_STATE *dsp_state, int size, const FMOD_COMPLEX *dft, float* signal, const float *window, int signalhop); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PAN_SUMMONOMATRIX_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_SPEAKERMODE sourceSpeakerMode, float lowFrequencyGain, float overallGain, float *matrix); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PAN_SUMSTEREOMATRIX_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_SPEAKERMODE sourceSpeakerMode, float pan, float lowFrequencyGain, float overallGain, int matrixHop, float *matrix); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PAN_SUMSURROUNDMATRIX_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_SPEAKERMODE sourceSpeakerMode, FMOD_SPEAKERMODE targetSpeakerMode, float direction, float extent, float rotation, float lowFrequencyGain, float overallGain, int matrixHop, float *matrix, FMOD_DSP_PAN_SURROUND_FLAGS flags); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PAN_SUMMONOTOSURROUNDMATRIX_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_SPEAKERMODE targetSpeakerMode, float direction, float extent, float lowFrequencyGain, float overallGain, int matrixHop, float *matrix); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PAN_SUMSTEREOTOSURROUNDMATRIX_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_SPEAKERMODE targetSpeakerMode, float direction, float extent, float rotation, float lowFrequencyGain, float overallGain, int matrixHop, float *matrix); +typedef FMOD_RESULT (F_CALL *FMOD_DSP_PAN_GETROLLOFFGAIN_FUNC) (FMOD_DSP_STATE *dsp_state, FMOD_DSP_PAN_3D_ROLLOFF_TYPE rolloff, float distance, float mindistance, float maxdistance, float *gain); + +/* + DSP Structures +*/ +struct FMOD_DSP_BUFFER_ARRAY +{ + int numbuffers; + int *buffernumchannels; + FMOD_CHANNELMASK *bufferchannelmask; + float **buffers; + FMOD_SPEAKERMODE speakermode; +}; + +struct FMOD_COMPLEX +{ + float real; + float imag; +}; + +typedef struct FMOD_DSP_PARAMETER_FLOAT_MAPPING_PIECEWISE_LINEAR +{ + int numpoints; + float *pointparamvalues; + float *pointpositions; +} FMOD_DSP_PARAMETER_FLOAT_MAPPING_PIECEWISE_LINEAR; + +typedef struct FMOD_DSP_PARAMETER_FLOAT_MAPPING +{ + FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE type; + FMOD_DSP_PARAMETER_FLOAT_MAPPING_PIECEWISE_LINEAR piecewiselinearmapping; +} FMOD_DSP_PARAMETER_FLOAT_MAPPING; + +typedef struct FMOD_DSP_PARAMETER_DESC_FLOAT +{ + float min; + float max; + float defaultval; + FMOD_DSP_PARAMETER_FLOAT_MAPPING mapping; +} FMOD_DSP_PARAMETER_DESC_FLOAT; + +typedef struct FMOD_DSP_PARAMETER_DESC_INT +{ + int min; + int max; + int defaultval; + FMOD_BOOL goestoinf; + const char* const* valuenames; +} FMOD_DSP_PARAMETER_DESC_INT; + +typedef struct FMOD_DSP_PARAMETER_DESC_BOOL +{ + FMOD_BOOL defaultval; + const char* const* valuenames; +} FMOD_DSP_PARAMETER_DESC_BOOL; + +typedef struct FMOD_DSP_PARAMETER_DESC_DATA +{ + int datatype; +} FMOD_DSP_PARAMETER_DESC_DATA; + +typedef struct FMOD_DSP_PARAMETER_DESC +{ + FMOD_DSP_PARAMETER_TYPE type; + char name[16]; + char label[16]; + const char *description; + + union + { + FMOD_DSP_PARAMETER_DESC_FLOAT floatdesc; + FMOD_DSP_PARAMETER_DESC_INT intdesc; + FMOD_DSP_PARAMETER_DESC_BOOL booldesc; + FMOD_DSP_PARAMETER_DESC_DATA datadesc; + }; +} FMOD_DSP_PARAMETER_DESC; + +typedef struct FMOD_DSP_PARAMETER_OVERALLGAIN +{ + float linear_gain; + float linear_gain_additive; +} FMOD_DSP_PARAMETER_OVERALLGAIN; + +typedef struct FMOD_DSP_PARAMETER_3DATTRIBUTES +{ + FMOD_3D_ATTRIBUTES relative; + FMOD_3D_ATTRIBUTES absolute; +} FMOD_DSP_PARAMETER_3DATTRIBUTES; + +typedef struct FMOD_DSP_PARAMETER_3DATTRIBUTES_MULTI +{ + int numlisteners; + FMOD_3D_ATTRIBUTES relative[FMOD_MAX_LISTENERS]; + float weight[FMOD_MAX_LISTENERS]; + FMOD_3D_ATTRIBUTES absolute; +} FMOD_DSP_PARAMETER_3DATTRIBUTES_MULTI; + +typedef struct FMOD_DSP_PARAMETER_ATTENUATION_RANGE +{ + float min; + float max; +} FMOD_DSP_PARAMETER_ATTENUATION_RANGE; + +typedef struct FMOD_DSP_PARAMETER_SIDECHAIN +{ + FMOD_BOOL sidechainenable; +} FMOD_DSP_PARAMETER_SIDECHAIN; + +typedef struct FMOD_DSP_PARAMETER_FFT +{ + int length; + int numchannels; + float *spectrum[32]; +} FMOD_DSP_PARAMETER_FFT; + +typedef struct FMOD_DSP_DESCRIPTION +{ + unsigned int pluginsdkversion; + char name[32]; + unsigned int version; + int numinputbuffers; + int numoutputbuffers; + FMOD_DSP_CREATE_CALLBACK create; + FMOD_DSP_RELEASE_CALLBACK release; + FMOD_DSP_RESET_CALLBACK reset; + FMOD_DSP_READ_CALLBACK read; + FMOD_DSP_PROCESS_CALLBACK process; + FMOD_DSP_SETPOSITION_CALLBACK setposition; + + int numparameters; + FMOD_DSP_PARAMETER_DESC **paramdesc; + FMOD_DSP_SETPARAM_FLOAT_CALLBACK setparameterfloat; + FMOD_DSP_SETPARAM_INT_CALLBACK setparameterint; + FMOD_DSP_SETPARAM_BOOL_CALLBACK setparameterbool; + FMOD_DSP_SETPARAM_DATA_CALLBACK setparameterdata; + FMOD_DSP_GETPARAM_FLOAT_CALLBACK getparameterfloat; + FMOD_DSP_GETPARAM_INT_CALLBACK getparameterint; + FMOD_DSP_GETPARAM_BOOL_CALLBACK getparameterbool; + FMOD_DSP_GETPARAM_DATA_CALLBACK getparameterdata; + FMOD_DSP_SHOULDIPROCESS_CALLBACK shouldiprocess; + void *userdata; + + FMOD_DSP_SYSTEM_REGISTER_CALLBACK sys_register; + FMOD_DSP_SYSTEM_DEREGISTER_CALLBACK sys_deregister; + FMOD_DSP_SYSTEM_MIX_CALLBACK sys_mix; + +} FMOD_DSP_DESCRIPTION; + +typedef struct FMOD_DSP_STATE_DFT_FUNCTIONS +{ + FMOD_DSP_DFT_FFTREAL_FUNC fftreal; + FMOD_DSP_DFT_IFFTREAL_FUNC inversefftreal; +} FMOD_DSP_STATE_DFT_FUNCTIONS; + +typedef struct FMOD_DSP_STATE_PAN_FUNCTIONS +{ + FMOD_DSP_PAN_SUMMONOMATRIX_FUNC summonomatrix; + FMOD_DSP_PAN_SUMSTEREOMATRIX_FUNC sumstereomatrix; + FMOD_DSP_PAN_SUMSURROUNDMATRIX_FUNC sumsurroundmatrix; + FMOD_DSP_PAN_SUMMONOTOSURROUNDMATRIX_FUNC summonotosurroundmatrix; + FMOD_DSP_PAN_SUMSTEREOTOSURROUNDMATRIX_FUNC sumstereotosurroundmatrix; + FMOD_DSP_PAN_GETROLLOFFGAIN_FUNC getrolloffgain; +} FMOD_DSP_STATE_PAN_FUNCTIONS; + +typedef struct FMOD_DSP_STATE_FUNCTIONS +{ + FMOD_DSP_ALLOC_FUNC alloc; + FMOD_DSP_REALLOC_FUNC realloc; + FMOD_DSP_FREE_FUNC free; + FMOD_DSP_GETSAMPLERATE_FUNC getsamplerate; + FMOD_DSP_GETBLOCKSIZE_FUNC getblocksize; + FMOD_DSP_STATE_DFT_FUNCTIONS *dft; + FMOD_DSP_STATE_PAN_FUNCTIONS *pan; + FMOD_DSP_GETSPEAKERMODE_FUNC getspeakermode; + FMOD_DSP_GETCLOCK_FUNC getclock; + FMOD_DSP_GETLISTENERATTRIBUTES_FUNC getlistenerattributes; + FMOD_DSP_LOG_FUNC log; + FMOD_DSP_GETUSERDATA_FUNC getuserdata; +} FMOD_DSP_STATE_FUNCTIONS; + +struct FMOD_DSP_STATE +{ + void *instance; + void *plugindata; + FMOD_CHANNELMASK channelmask; + FMOD_SPEAKERMODE source_speakermode; + float *sidechaindata; + int sidechainchannels; + FMOD_DSP_STATE_FUNCTIONS *functions; + int systemobject; +}; + +typedef struct FMOD_DSP_METERING_INFO +{ + int numsamples; + float peaklevel[32]; + float rmslevel[32]; + short numchannels; +} FMOD_DSP_METERING_INFO; + +/* + DSP Macros +*/ +#define FMOD_DSP_INIT_PARAMDESC_FLOAT(_paramstruct, _name, _label, _description, _min, _max, _defaultval) \ + memset(&(_paramstruct), 0, sizeof(_paramstruct)); \ + (_paramstruct).type = FMOD_DSP_PARAMETER_TYPE_FLOAT; \ + strncpy((_paramstruct).name, _name, 15); \ + strncpy((_paramstruct).label, _label, 15); \ + (_paramstruct).description = _description; \ + (_paramstruct).floatdesc.min = _min; \ + (_paramstruct).floatdesc.max = _max; \ + (_paramstruct).floatdesc.defaultval = _defaultval; \ + (_paramstruct).floatdesc.mapping.type = FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE_AUTO; + +#define FMOD_DSP_INIT_PARAMDESC_FLOAT_WITH_MAPPING(_paramstruct, _name, _label, _description, _defaultval, _values, _positions); \ + memset(&(_paramstruct), 0, sizeof(_paramstruct)); \ + (_paramstruct).type = FMOD_DSP_PARAMETER_TYPE_FLOAT; \ + strncpy((_paramstruct).name, _name , 15); \ + strncpy((_paramstruct).label, _label, 15); \ + (_paramstruct).description = _description; \ + (_paramstruct).floatdesc.min = _values[0]; \ + (_paramstruct).floatdesc.max = _values[sizeof(_values) / sizeof(float) - 1]; \ + (_paramstruct).floatdesc.defaultval = _defaultval; \ + (_paramstruct).floatdesc.mapping.type = FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE_PIECEWISE_LINEAR; \ + (_paramstruct).floatdesc.mapping.piecewiselinearmapping.numpoints = sizeof(_values) / sizeof(float); \ + (_paramstruct).floatdesc.mapping.piecewiselinearmapping.pointparamvalues = _values; \ + (_paramstruct).floatdesc.mapping.piecewiselinearmapping.pointpositions = _positions; + +#define FMOD_DSP_INIT_PARAMDESC_INT(_paramstruct, _name, _label, _description, _min, _max, _defaultval, _goestoinf, _valuenames) \ + memset(&(_paramstruct), 0, sizeof(_paramstruct)); \ + (_paramstruct).type = FMOD_DSP_PARAMETER_TYPE_INT; \ + strncpy((_paramstruct).name, _name , 15); \ + strncpy((_paramstruct).label, _label, 15); \ + (_paramstruct).description = _description; \ + (_paramstruct).intdesc.min = _min; \ + (_paramstruct).intdesc.max = _max; \ + (_paramstruct).intdesc.defaultval = _defaultval; \ + (_paramstruct).intdesc.goestoinf = _goestoinf; \ + (_paramstruct).intdesc.valuenames = _valuenames; + +#define FMOD_DSP_INIT_PARAMDESC_INT_ENUMERATED(_paramstruct, _name, _label, _description, _defaultval, _valuenames) \ + memset(&(_paramstruct), 0, sizeof(_paramstruct)); \ + (_paramstruct).type = FMOD_DSP_PARAMETER_TYPE_INT; \ + strncpy((_paramstruct).name, _name , 15); \ + strncpy((_paramstruct).label, _label, 15); \ + (_paramstruct).description = _description; \ + (_paramstruct).intdesc.min = 0; \ + (_paramstruct).intdesc.max = sizeof(_valuenames) / sizeof(char*) - 1; \ + (_paramstruct).intdesc.defaultval = _defaultval; \ + (_paramstruct).intdesc.goestoinf = false; \ + (_paramstruct).intdesc.valuenames = _valuenames; + +#define FMOD_DSP_INIT_PARAMDESC_BOOL(_paramstruct, _name, _label, _description, _defaultval, _valuenames) \ + memset(&(_paramstruct), 0, sizeof(_paramstruct)); \ + (_paramstruct).type = FMOD_DSP_PARAMETER_TYPE_BOOL; \ + strncpy((_paramstruct).name, _name , 15); \ + strncpy((_paramstruct).label, _label, 15); \ + (_paramstruct).description = _description; \ + (_paramstruct).booldesc.defaultval = _defaultval; \ + (_paramstruct).booldesc.valuenames = _valuenames; + +#define FMOD_DSP_INIT_PARAMDESC_DATA(_paramstruct, _name, _label, _description, _datatype) \ + memset(&(_paramstruct), 0, sizeof(_paramstruct)); \ + (_paramstruct).type = FMOD_DSP_PARAMETER_TYPE_DATA; \ + strncpy((_paramstruct).name, _name , 15); \ + strncpy((_paramstruct).label, _label, 15); \ + (_paramstruct).description = _description; \ + (_paramstruct).datadesc.datatype = _datatype; + +#define FMOD_DSP_ALLOC(_state, _size) \ + (_state)->functions->alloc(_size, FMOD_MEMORY_NORMAL, __FILE__) +#define FMOD_DSP_REALLOC(_state, _ptr, _size) \ + (_state)->functions->realloc(_ptr, _size, FMOD_MEMORY_NORMAL, __FILE__) +#define FMOD_DSP_FREE(_state, _ptr) \ + (_state)->functions->free(_ptr, FMOD_MEMORY_NORMAL, __FILE__) +#define FMOD_DSP_LOG(_state, _level, _location, _format, ...) \ + (_state)->functions->log(_level, __FILE__, __LINE__, _location, _format, __VA_ARGS__) +#define FMOD_DSP_GETSAMPLERATE(_state, _rate) \ + (_state)->functions->getsamplerate(_state, _rate) +#define FMOD_DSP_GETBLOCKSIZE(_state, _blocksize) \ + (_state)->functions->getblocksize(_state, _blocksize) +#define FMOD_DSP_GETSPEAKERMODE(_state, _speakermodemix, _speakermodeout) \ + (_state)->functions->getspeakermode(_state, _speakermodemix, _speakermodeout) +#define FMOD_DSP_GETCLOCK(_state, _clock, _offset, _length) \ + (_state)->functions->getclock(_state, _clock, _offset, _length) +#define FMOD_DSP_GETLISTENERATTRIBUTES(_state, _numlisteners, _attributes) \ + (_state)->functions->getlistenerattributes(_state, _numlisteners, _attributes) +#define FMOD_DSP_GETUSERDATA(_state, _userdata) \ + (_state)->functions->getuserdata(_state, _userdata) +#define FMOD_DSP_DFT_FFTREAL(_state, _size, _signal, _dft, _window, _signalhop) \ + (_state)->functions->dft->fftreal(_state, _size, _signal, _dft, _window, _signalhop) +#define FMOD_DSP_DFT_IFFTREAL(_state, _size, _dft, _signal, _window, _signalhop) \ + (_state)->functions->dft->inversefftreal(_state, _size, _dft, _signal, _window, _signalhop) +#define FMOD_DSP_PAN_SUMMONOMATRIX(_state, _sourcespeakermode, _lowfrequencygain, _overallgain, _matrix) \ + (_state)->functions->pan->summonomatrix(_state, _sourcespeakermode, _lowfrequencygain, _overallgain, _matrix) +#define FMOD_DSP_PAN_SUMSTEREOMATRIX(_state, _sourcespeakermode, _pan, _lowfrequencygain, _overallgain, _matrixhop, _matrix) \ + (_state)->functions->pan->sumstereomatrix(_state, _sourcespeakermode, _pan, _lowfrequencygain, _overallgain, _matrixhop, _matrix) +#define FMOD_DSP_PAN_SUMSURROUNDMATRIX(_state, _sourcespeakermode, _targetspeakermode, _direction, _extent, _rotation, _lowfrequencygain, _overallgain, _matrixhop, _matrix, _flags) \ + (_state)->functions->pan->sumsurroundmatrix(_state, _sourcespeakermode, _targetspeakermode, _direction, _extent, _rotation, _lowfrequencygain, _overallgain, _matrixhop, _matrix, _flags) +#define FMOD_DSP_PAN_SUMMONOTOSURROUNDMATRIX(_state, _targetspeakermode, _direction, _extent, _lowfrequencygain, _overallgain, _matrixhop, _matrix) \ + (_state)->functions->pan->summonotosurroundmatrix(_state, _targetspeakermode, _direction, _extent, _lowfrequencygain, _overallgain, _matrixhop, _matrix) +#define FMOD_DSP_PAN_SUMSTEREOTOSURROUNDMATRIX(_state, _targetspeakermode, _direction, _extent, _rotation, _lowfrequencygain, _overallgain, matrixhop, _matrix) \ + (_state)->functions->pan->sumstereotosurroundmatrix(_state, _targetspeakermode, _direction, _extent, _rotation, _lowfrequencygain, _overallgain, matrixhop, _matrix) +#define FMOD_DSP_PAN_GETROLLOFFGAIN(_state, _rolloff, _distance, _mindistance, _maxdistance, _gain) \ + (_state)->functions->pan->getrolloffgain(_state, _rolloff, _distance, _mindistance, _maxdistance, _gain) + +#endif + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_dsp_effects.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_dsp_effects.h new file mode 100644 index 00000000..2374a1aa --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_dsp_effects.h @@ -0,0 +1,577 @@ +/* ============================================================================================================= */ +/* FMOD Core API - Built-in effects header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* In this header you can find parameter structures for FMOD system registered DSP effects */ +/* and generators. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/core-api-common-dsp-effects.html#fmod_dsp_type */ +/* ============================================================================================================= */ + +#ifndef _FMOD_DSP_EFFECTS_H +#define _FMOD_DSP_EFFECTS_H + +typedef enum +{ + FMOD_DSP_TYPE_UNKNOWN, + FMOD_DSP_TYPE_MIXER, + FMOD_DSP_TYPE_OSCILLATOR, + FMOD_DSP_TYPE_LOWPASS, + FMOD_DSP_TYPE_ITLOWPASS, + FMOD_DSP_TYPE_HIGHPASS, + FMOD_DSP_TYPE_ECHO, + FMOD_DSP_TYPE_FADER, + FMOD_DSP_TYPE_FLANGE, + FMOD_DSP_TYPE_DISTORTION, + FMOD_DSP_TYPE_NORMALIZE, + FMOD_DSP_TYPE_LIMITER, + FMOD_DSP_TYPE_PARAMEQ, + FMOD_DSP_TYPE_PITCHSHIFT, + FMOD_DSP_TYPE_CHORUS, + FMOD_DSP_TYPE_VSTPLUGIN, + FMOD_DSP_TYPE_WINAMPPLUGIN, + FMOD_DSP_TYPE_ITECHO, + FMOD_DSP_TYPE_COMPRESSOR, + FMOD_DSP_TYPE_SFXREVERB, + FMOD_DSP_TYPE_LOWPASS_SIMPLE, + FMOD_DSP_TYPE_DELAY, + FMOD_DSP_TYPE_TREMOLO, + FMOD_DSP_TYPE_LADSPAPLUGIN, + FMOD_DSP_TYPE_SEND, + FMOD_DSP_TYPE_RETURN, + FMOD_DSP_TYPE_HIGHPASS_SIMPLE, + FMOD_DSP_TYPE_PAN, + FMOD_DSP_TYPE_THREE_EQ, + FMOD_DSP_TYPE_FFT, + FMOD_DSP_TYPE_LOUDNESS_METER, + FMOD_DSP_TYPE_ENVELOPEFOLLOWER, + FMOD_DSP_TYPE_CONVOLUTIONREVERB, + FMOD_DSP_TYPE_CHANNELMIX, + FMOD_DSP_TYPE_TRANSCEIVER, + FMOD_DSP_TYPE_OBJECTPAN, + FMOD_DSP_TYPE_MULTIBAND_EQ, + + FMOD_DSP_TYPE_MAX, + FMOD_DSP_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_DSP_TYPE; + +/* + =================================================================================================== + + FMOD built in effect parameters. + Use DSP::setParameter with these enums for the 'index' parameter. + + =================================================================================================== +*/ + +typedef enum +{ + FMOD_DSP_OSCILLATOR_TYPE, + FMOD_DSP_OSCILLATOR_RATE +} FMOD_DSP_OSCILLATOR; + + +typedef enum +{ + FMOD_DSP_LOWPASS_CUTOFF, + FMOD_DSP_LOWPASS_RESONANCE +} FMOD_DSP_LOWPASS; + + +typedef enum +{ + FMOD_DSP_ITLOWPASS_CUTOFF, + FMOD_DSP_ITLOWPASS_RESONANCE +} FMOD_DSP_ITLOWPASS; + + +typedef enum +{ + FMOD_DSP_HIGHPASS_CUTOFF, + FMOD_DSP_HIGHPASS_RESONANCE +} FMOD_DSP_HIGHPASS; + + +typedef enum +{ + FMOD_DSP_ECHO_DELAY, + FMOD_DSP_ECHO_FEEDBACK, + FMOD_DSP_ECHO_DRYLEVEL, + FMOD_DSP_ECHO_WETLEVEL +} FMOD_DSP_ECHO; + + +typedef enum FMOD_DSP_FADER +{ + FMOD_DSP_FADER_GAIN, + FMOD_DSP_FADER_OVERALL_GAIN, +} FMOD_DSP_FADER; + + +typedef enum +{ + FMOD_DSP_FLANGE_MIX, + FMOD_DSP_FLANGE_DEPTH, + FMOD_DSP_FLANGE_RATE +} FMOD_DSP_FLANGE; + + +typedef enum +{ + FMOD_DSP_DISTORTION_LEVEL +} FMOD_DSP_DISTORTION; + + +typedef enum +{ + FMOD_DSP_NORMALIZE_FADETIME, + FMOD_DSP_NORMALIZE_THRESHOLD, + FMOD_DSP_NORMALIZE_MAXAMP +} FMOD_DSP_NORMALIZE; + + +typedef enum +{ + FMOD_DSP_LIMITER_RELEASETIME, + FMOD_DSP_LIMITER_CEILING, + FMOD_DSP_LIMITER_MAXIMIZERGAIN, + FMOD_DSP_LIMITER_MODE, +} FMOD_DSP_LIMITER; + + +typedef enum +{ + FMOD_DSP_PARAMEQ_CENTER, + FMOD_DSP_PARAMEQ_BANDWIDTH, + FMOD_DSP_PARAMEQ_GAIN +} FMOD_DSP_PARAMEQ; + + +typedef enum FMOD_DSP_MULTIBAND_EQ +{ + FMOD_DSP_MULTIBAND_EQ_A_FILTER, + FMOD_DSP_MULTIBAND_EQ_A_FREQUENCY, + FMOD_DSP_MULTIBAND_EQ_A_Q, + FMOD_DSP_MULTIBAND_EQ_A_GAIN, + FMOD_DSP_MULTIBAND_EQ_B_FILTER, + FMOD_DSP_MULTIBAND_EQ_B_FREQUENCY, + FMOD_DSP_MULTIBAND_EQ_B_Q, + FMOD_DSP_MULTIBAND_EQ_B_GAIN, + FMOD_DSP_MULTIBAND_EQ_C_FILTER, + FMOD_DSP_MULTIBAND_EQ_C_FREQUENCY, + FMOD_DSP_MULTIBAND_EQ_C_Q, + FMOD_DSP_MULTIBAND_EQ_C_GAIN, + FMOD_DSP_MULTIBAND_EQ_D_FILTER, + FMOD_DSP_MULTIBAND_EQ_D_FREQUENCY, + FMOD_DSP_MULTIBAND_EQ_D_Q, + FMOD_DSP_MULTIBAND_EQ_D_GAIN, + FMOD_DSP_MULTIBAND_EQ_E_FILTER, + FMOD_DSP_MULTIBAND_EQ_E_FREQUENCY, + FMOD_DSP_MULTIBAND_EQ_E_Q, + FMOD_DSP_MULTIBAND_EQ_E_GAIN, +} FMOD_DSP_MULTIBAND_EQ; + + +typedef enum FMOD_DSP_MULTIBAND_EQ_FILTER_TYPE +{ + FMOD_DSP_MULTIBAND_EQ_FILTER_DISABLED, + FMOD_DSP_MULTIBAND_EQ_FILTER_LOWPASS_12DB, + FMOD_DSP_MULTIBAND_EQ_FILTER_LOWPASS_24DB, + FMOD_DSP_MULTIBAND_EQ_FILTER_LOWPASS_48DB, + FMOD_DSP_MULTIBAND_EQ_FILTER_HIGHPASS_12DB, + FMOD_DSP_MULTIBAND_EQ_FILTER_HIGHPASS_24DB, + FMOD_DSP_MULTIBAND_EQ_FILTER_HIGHPASS_48DB, + FMOD_DSP_MULTIBAND_EQ_FILTER_LOWSHELF, + FMOD_DSP_MULTIBAND_EQ_FILTER_HIGHSHELF, + FMOD_DSP_MULTIBAND_EQ_FILTER_PEAKING, + FMOD_DSP_MULTIBAND_EQ_FILTER_BANDPASS, + FMOD_DSP_MULTIBAND_EQ_FILTER_NOTCH, + FMOD_DSP_MULTIBAND_EQ_FILTER_ALLPASS, +} FMOD_DSP_MULTIBAND_EQ_FILTER_TYPE; + + +typedef enum +{ + FMOD_DSP_PITCHSHIFT_PITCH, + FMOD_DSP_PITCHSHIFT_FFTSIZE, + FMOD_DSP_PITCHSHIFT_OVERLAP, + FMOD_DSP_PITCHSHIFT_MAXCHANNELS +} FMOD_DSP_PITCHSHIFT; + + +typedef enum +{ + FMOD_DSP_CHORUS_MIX, + FMOD_DSP_CHORUS_RATE, + FMOD_DSP_CHORUS_DEPTH, +} FMOD_DSP_CHORUS; + + +typedef enum +{ + FMOD_DSP_ITECHO_WETDRYMIX, + FMOD_DSP_ITECHO_FEEDBACK, + FMOD_DSP_ITECHO_LEFTDELAY, + FMOD_DSP_ITECHO_RIGHTDELAY, + FMOD_DSP_ITECHO_PANDELAY +} FMOD_DSP_ITECHO; + +typedef enum +{ + FMOD_DSP_COMPRESSOR_THRESHOLD, + FMOD_DSP_COMPRESSOR_RATIO, + FMOD_DSP_COMPRESSOR_ATTACK, + FMOD_DSP_COMPRESSOR_RELEASE, + FMOD_DSP_COMPRESSOR_GAINMAKEUP, + FMOD_DSP_COMPRESSOR_USESIDECHAIN, + FMOD_DSP_COMPRESSOR_LINKED +} FMOD_DSP_COMPRESSOR; + +typedef enum +{ + FMOD_DSP_SFXREVERB_DECAYTIME, + FMOD_DSP_SFXREVERB_EARLYDELAY, + FMOD_DSP_SFXREVERB_LATEDELAY, + FMOD_DSP_SFXREVERB_HFREFERENCE, + FMOD_DSP_SFXREVERB_HFDECAYRATIO, + FMOD_DSP_SFXREVERB_DIFFUSION, + FMOD_DSP_SFXREVERB_DENSITY, + FMOD_DSP_SFXREVERB_LOWSHELFFREQUENCY, + FMOD_DSP_SFXREVERB_LOWSHELFGAIN, + FMOD_DSP_SFXREVERB_HIGHCUT, + FMOD_DSP_SFXREVERB_EARLYLATEMIX, + FMOD_DSP_SFXREVERB_WETLEVEL, + FMOD_DSP_SFXREVERB_DRYLEVEL +} FMOD_DSP_SFXREVERB; + +typedef enum +{ + FMOD_DSP_LOWPASS_SIMPLE_CUTOFF +} FMOD_DSP_LOWPASS_SIMPLE; + + +typedef enum +{ + FMOD_DSP_DELAY_CH0, + FMOD_DSP_DELAY_CH1, + FMOD_DSP_DELAY_CH2, + FMOD_DSP_DELAY_CH3, + FMOD_DSP_DELAY_CH4, + FMOD_DSP_DELAY_CH5, + FMOD_DSP_DELAY_CH6, + FMOD_DSP_DELAY_CH7, + FMOD_DSP_DELAY_CH8, + FMOD_DSP_DELAY_CH9, + FMOD_DSP_DELAY_CH10, + FMOD_DSP_DELAY_CH11, + FMOD_DSP_DELAY_CH12, + FMOD_DSP_DELAY_CH13, + FMOD_DSP_DELAY_CH14, + FMOD_DSP_DELAY_CH15, + FMOD_DSP_DELAY_MAXDELAY +} FMOD_DSP_DELAY; + + +typedef enum +{ + FMOD_DSP_TREMOLO_FREQUENCY, + FMOD_DSP_TREMOLO_DEPTH, + FMOD_DSP_TREMOLO_SHAPE, + FMOD_DSP_TREMOLO_SKEW, + FMOD_DSP_TREMOLO_DUTY, + FMOD_DSP_TREMOLO_SQUARE, + FMOD_DSP_TREMOLO_PHASE, + FMOD_DSP_TREMOLO_SPREAD +} FMOD_DSP_TREMOLO; + + +typedef enum +{ + FMOD_DSP_SEND_RETURNID, + FMOD_DSP_SEND_LEVEL, +} FMOD_DSP_SEND; + + +typedef enum +{ + FMOD_DSP_RETURN_ID, + FMOD_DSP_RETURN_INPUT_SPEAKER_MODE +} FMOD_DSP_RETURN; + + +typedef enum +{ + FMOD_DSP_HIGHPASS_SIMPLE_CUTOFF +} FMOD_DSP_HIGHPASS_SIMPLE; + + +typedef enum +{ + FMOD_DSP_PAN_2D_STEREO_MODE_DISTRIBUTED, + FMOD_DSP_PAN_2D_STEREO_MODE_DISCRETE +} FMOD_DSP_PAN_2D_STEREO_MODE_TYPE; + + +typedef enum +{ + FMOD_DSP_PAN_MODE_MONO, + FMOD_DSP_PAN_MODE_STEREO, + FMOD_DSP_PAN_MODE_SURROUND +} FMOD_DSP_PAN_MODE_TYPE; + + +typedef enum +{ + FMOD_DSP_PAN_3D_ROLLOFF_LINEARSQUARED, + FMOD_DSP_PAN_3D_ROLLOFF_LINEAR, + FMOD_DSP_PAN_3D_ROLLOFF_INVERSE, + FMOD_DSP_PAN_3D_ROLLOFF_INVERSETAPERED, + FMOD_DSP_PAN_3D_ROLLOFF_CUSTOM +} FMOD_DSP_PAN_3D_ROLLOFF_TYPE; + + +typedef enum +{ + FMOD_DSP_PAN_3D_EXTENT_MODE_AUTO, + FMOD_DSP_PAN_3D_EXTENT_MODE_USER, + FMOD_DSP_PAN_3D_EXTENT_MODE_OFF +} FMOD_DSP_PAN_3D_EXTENT_MODE_TYPE; + + +typedef enum +{ + FMOD_DSP_PAN_MODE, + FMOD_DSP_PAN_2D_STEREO_POSITION, + FMOD_DSP_PAN_2D_DIRECTION, + FMOD_DSP_PAN_2D_EXTENT, + FMOD_DSP_PAN_2D_ROTATION, + FMOD_DSP_PAN_2D_LFE_LEVEL, + FMOD_DSP_PAN_2D_STEREO_MODE, + FMOD_DSP_PAN_2D_STEREO_SEPARATION, + FMOD_DSP_PAN_2D_STEREO_AXIS, + FMOD_DSP_PAN_ENABLED_SPEAKERS, + FMOD_DSP_PAN_3D_POSITION, + FMOD_DSP_PAN_3D_ROLLOFF, + FMOD_DSP_PAN_3D_MIN_DISTANCE, + FMOD_DSP_PAN_3D_MAX_DISTANCE, + FMOD_DSP_PAN_3D_EXTENT_MODE, + FMOD_DSP_PAN_3D_SOUND_SIZE, + FMOD_DSP_PAN_3D_MIN_EXTENT, + FMOD_DSP_PAN_3D_PAN_BLEND, + FMOD_DSP_PAN_LFE_UPMIX_ENABLED, + FMOD_DSP_PAN_OVERALL_GAIN, + FMOD_DSP_PAN_SURROUND_SPEAKER_MODE, + FMOD_DSP_PAN_2D_HEIGHT_BLEND, + FMOD_DSP_PAN_ATTENUATION_RANGE, + FMOD_DSP_PAN_OVERRIDE_RANGE +} FMOD_DSP_PAN; + + +typedef enum +{ + FMOD_DSP_THREE_EQ_CROSSOVERSLOPE_12DB, + FMOD_DSP_THREE_EQ_CROSSOVERSLOPE_24DB, + FMOD_DSP_THREE_EQ_CROSSOVERSLOPE_48DB +} FMOD_DSP_THREE_EQ_CROSSOVERSLOPE_TYPE; + + +typedef enum +{ + FMOD_DSP_THREE_EQ_LOWGAIN, + FMOD_DSP_THREE_EQ_MIDGAIN, + FMOD_DSP_THREE_EQ_HIGHGAIN, + FMOD_DSP_THREE_EQ_LOWCROSSOVER, + FMOD_DSP_THREE_EQ_HIGHCROSSOVER, + FMOD_DSP_THREE_EQ_CROSSOVERSLOPE +} FMOD_DSP_THREE_EQ; + + +typedef enum +{ + FMOD_DSP_FFT_WINDOW_RECT, + FMOD_DSP_FFT_WINDOW_TRIANGLE, + FMOD_DSP_FFT_WINDOW_HAMMING, + FMOD_DSP_FFT_WINDOW_HANNING, + FMOD_DSP_FFT_WINDOW_BLACKMAN, + FMOD_DSP_FFT_WINDOW_BLACKMANHARRIS +} FMOD_DSP_FFT_WINDOW; + + +typedef enum +{ + FMOD_DSP_FFT_WINDOWSIZE, + FMOD_DSP_FFT_WINDOWTYPE, + FMOD_DSP_FFT_SPECTRUMDATA, + FMOD_DSP_FFT_DOMINANT_FREQ +} FMOD_DSP_FFT; + +#define FMOD_DSP_LOUDNESS_METER_HISTOGRAM_SAMPLES 66 + +typedef enum +{ + FMOD_DSP_LOUDNESS_METER_STATE, + FMOD_DSP_LOUDNESS_METER_WEIGHTING, + FMOD_DSP_LOUDNESS_METER_INFO +} FMOD_DSP_LOUDNESS_METER; + + +typedef enum +{ + FMOD_DSP_LOUDNESS_METER_STATE_RESET_INTEGRATED = -3, + FMOD_DSP_LOUDNESS_METER_STATE_RESET_MAXPEAK = -2, + FMOD_DSP_LOUDNESS_METER_STATE_RESET_ALL = -1, + FMOD_DSP_LOUDNESS_METER_STATE_PAUSED = 0, + FMOD_DSP_LOUDNESS_METER_STATE_ANALYZING = 1 +} FMOD_DSP_LOUDNESS_METER_STATE_TYPE; + +typedef struct FMOD_DSP_LOUDNESS_METER_INFO_TYPE +{ + float momentaryloudness; + float shorttermloudness; + float integratedloudness; + float loudness10thpercentile; + float loudness95thpercentile; + float loudnesshistogram[FMOD_DSP_LOUDNESS_METER_HISTOGRAM_SAMPLES]; + float maxtruepeak; + float maxmomentaryloudness; +} FMOD_DSP_LOUDNESS_METER_INFO_TYPE; + +typedef struct FMOD_DSP_LOUDNESS_METER_WEIGHTING_TYPE +{ + float channelweight[32]; +} FMOD_DSP_LOUDNESS_METER_WEIGHTING_TYPE; + + +typedef enum +{ + FMOD_DSP_ENVELOPEFOLLOWER_ATTACK, + FMOD_DSP_ENVELOPEFOLLOWER_RELEASE, + FMOD_DSP_ENVELOPEFOLLOWER_ENVELOPE, + FMOD_DSP_ENVELOPEFOLLOWER_USESIDECHAIN +} FMOD_DSP_ENVELOPEFOLLOWER; + +typedef enum +{ + FMOD_DSP_CONVOLUTION_REVERB_PARAM_IR, + FMOD_DSP_CONVOLUTION_REVERB_PARAM_WET, + FMOD_DSP_CONVOLUTION_REVERB_PARAM_DRY, + FMOD_DSP_CONVOLUTION_REVERB_PARAM_LINKED +} FMOD_DSP_CONVOLUTION_REVERB; + +typedef enum +{ + FMOD_DSP_CHANNELMIX_OUTPUT_DEFAULT, + FMOD_DSP_CHANNELMIX_OUTPUT_ALLMONO, + FMOD_DSP_CHANNELMIX_OUTPUT_ALLSTEREO, + FMOD_DSP_CHANNELMIX_OUTPUT_ALLQUAD, + FMOD_DSP_CHANNELMIX_OUTPUT_ALL5POINT1, + FMOD_DSP_CHANNELMIX_OUTPUT_ALL7POINT1, + FMOD_DSP_CHANNELMIX_OUTPUT_ALLLFE, + FMOD_DSP_CHANNELMIX_OUTPUT_ALL7POINT1POINT4 +} FMOD_DSP_CHANNELMIX_OUTPUT; + +typedef enum +{ + FMOD_DSP_CHANNELMIX_OUTPUTGROUPING, + FMOD_DSP_CHANNELMIX_GAIN_CH0, + FMOD_DSP_CHANNELMIX_GAIN_CH1, + FMOD_DSP_CHANNELMIX_GAIN_CH2, + FMOD_DSP_CHANNELMIX_GAIN_CH3, + FMOD_DSP_CHANNELMIX_GAIN_CH4, + FMOD_DSP_CHANNELMIX_GAIN_CH5, + FMOD_DSP_CHANNELMIX_GAIN_CH6, + FMOD_DSP_CHANNELMIX_GAIN_CH7, + FMOD_DSP_CHANNELMIX_GAIN_CH8, + FMOD_DSP_CHANNELMIX_GAIN_CH9, + FMOD_DSP_CHANNELMIX_GAIN_CH10, + FMOD_DSP_CHANNELMIX_GAIN_CH11, + FMOD_DSP_CHANNELMIX_GAIN_CH12, + FMOD_DSP_CHANNELMIX_GAIN_CH13, + FMOD_DSP_CHANNELMIX_GAIN_CH14, + FMOD_DSP_CHANNELMIX_GAIN_CH15, + FMOD_DSP_CHANNELMIX_GAIN_CH16, + FMOD_DSP_CHANNELMIX_GAIN_CH17, + FMOD_DSP_CHANNELMIX_GAIN_CH18, + FMOD_DSP_CHANNELMIX_GAIN_CH19, + FMOD_DSP_CHANNELMIX_GAIN_CH20, + FMOD_DSP_CHANNELMIX_GAIN_CH21, + FMOD_DSP_CHANNELMIX_GAIN_CH22, + FMOD_DSP_CHANNELMIX_GAIN_CH23, + FMOD_DSP_CHANNELMIX_GAIN_CH24, + FMOD_DSP_CHANNELMIX_GAIN_CH25, + FMOD_DSP_CHANNELMIX_GAIN_CH26, + FMOD_DSP_CHANNELMIX_GAIN_CH27, + FMOD_DSP_CHANNELMIX_GAIN_CH28, + FMOD_DSP_CHANNELMIX_GAIN_CH29, + FMOD_DSP_CHANNELMIX_GAIN_CH30, + FMOD_DSP_CHANNELMIX_GAIN_CH31, + FMOD_DSP_CHANNELMIX_OUTPUT_CH0, + FMOD_DSP_CHANNELMIX_OUTPUT_CH1, + FMOD_DSP_CHANNELMIX_OUTPUT_CH2, + FMOD_DSP_CHANNELMIX_OUTPUT_CH3, + FMOD_DSP_CHANNELMIX_OUTPUT_CH4, + FMOD_DSP_CHANNELMIX_OUTPUT_CH5, + FMOD_DSP_CHANNELMIX_OUTPUT_CH6, + FMOD_DSP_CHANNELMIX_OUTPUT_CH7, + FMOD_DSP_CHANNELMIX_OUTPUT_CH8, + FMOD_DSP_CHANNELMIX_OUTPUT_CH9, + FMOD_DSP_CHANNELMIX_OUTPUT_CH10, + FMOD_DSP_CHANNELMIX_OUTPUT_CH11, + FMOD_DSP_CHANNELMIX_OUTPUT_CH12, + FMOD_DSP_CHANNELMIX_OUTPUT_CH13, + FMOD_DSP_CHANNELMIX_OUTPUT_CH14, + FMOD_DSP_CHANNELMIX_OUTPUT_CH15, + FMOD_DSP_CHANNELMIX_OUTPUT_CH16, + FMOD_DSP_CHANNELMIX_OUTPUT_CH17, + FMOD_DSP_CHANNELMIX_OUTPUT_CH18, + FMOD_DSP_CHANNELMIX_OUTPUT_CH19, + FMOD_DSP_CHANNELMIX_OUTPUT_CH20, + FMOD_DSP_CHANNELMIX_OUTPUT_CH21, + FMOD_DSP_CHANNELMIX_OUTPUT_CH22, + FMOD_DSP_CHANNELMIX_OUTPUT_CH23, + FMOD_DSP_CHANNELMIX_OUTPUT_CH24, + FMOD_DSP_CHANNELMIX_OUTPUT_CH25, + FMOD_DSP_CHANNELMIX_OUTPUT_CH26, + FMOD_DSP_CHANNELMIX_OUTPUT_CH27, + FMOD_DSP_CHANNELMIX_OUTPUT_CH28, + FMOD_DSP_CHANNELMIX_OUTPUT_CH29, + FMOD_DSP_CHANNELMIX_OUTPUT_CH30, + FMOD_DSP_CHANNELMIX_OUTPUT_CH31 +} FMOD_DSP_CHANNELMIX; + +typedef enum +{ + FMOD_DSP_TRANSCEIVER_SPEAKERMODE_AUTO = -1, + FMOD_DSP_TRANSCEIVER_SPEAKERMODE_MONO = 0, + FMOD_DSP_TRANSCEIVER_SPEAKERMODE_STEREO, + FMOD_DSP_TRANSCEIVER_SPEAKERMODE_SURROUND, +} FMOD_DSP_TRANSCEIVER_SPEAKERMODE; + + +typedef enum +{ + FMOD_DSP_TRANSCEIVER_TRANSMIT, + FMOD_DSP_TRANSCEIVER_GAIN, + FMOD_DSP_TRANSCEIVER_CHANNEL, + FMOD_DSP_TRANSCEIVER_TRANSMITSPEAKERMODE +} FMOD_DSP_TRANSCEIVER; + + +typedef enum +{ + FMOD_DSP_OBJECTPAN_3D_POSITION, + FMOD_DSP_OBJECTPAN_3D_ROLLOFF, + FMOD_DSP_OBJECTPAN_3D_MIN_DISTANCE, + FMOD_DSP_OBJECTPAN_3D_MAX_DISTANCE, + FMOD_DSP_OBJECTPAN_3D_EXTENT_MODE, + FMOD_DSP_OBJECTPAN_3D_SOUND_SIZE, + FMOD_DSP_OBJECTPAN_3D_MIN_EXTENT, + FMOD_DSP_OBJECTPAN_OVERALL_GAIN, + FMOD_DSP_OBJECTPAN_OUTPUTGAIN, + FMOD_DSP_OBJECTPAN_ATTENUATION_RANGE, + FMOD_DSP_OBJECTPAN_OVERRIDE_RANGE +} FMOD_DSP_OBJECTPAN; + +#endif + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_errors.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_errors.h new file mode 100644 index 00000000..2c158bfc --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_errors.h @@ -0,0 +1,110 @@ +/* ============================================================================================== */ +/* FMOD Core / Studio API - Error string header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header if you want to store or display a string version / english explanation */ +/* of the FMOD error codes. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/core-api-common.html#fmod_result */ +/* =============================================================================================== */ +#ifndef _FMOD_ERRORS_H +#define _FMOD_ERRORS_H + +#include "fmod.h" + +#ifdef __GNUC__ +static const char *FMOD_ErrorString(FMOD_RESULT errcode) __attribute__((unused)); +#endif + +static const char *FMOD_ErrorString(FMOD_RESULT errcode) +{ + switch (errcode) + { + case FMOD_OK: return "No errors."; + case FMOD_ERR_BADCOMMAND: return "Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound)."; + case FMOD_ERR_CHANNEL_ALLOC: return "Error trying to allocate a channel."; + case FMOD_ERR_CHANNEL_STOLEN: return "The specified channel has been reused to play another sound."; + case FMOD_ERR_DMA: return "DMA Failure. See debug output for more information."; + case FMOD_ERR_DSP_CONNECTION: return "DSP connection error. Connection possibly caused a cyclic dependency or connected dsps with incompatible buffer counts."; + case FMOD_ERR_DSP_DONTPROCESS: return "DSP return code from a DSP process query callback. Tells mixer not to call the process callback and therefore not consume CPU. Use this to optimize the DSP graph."; + case FMOD_ERR_DSP_FORMAT: return "DSP Format error. A DSP unit may have attempted to connect to this network with the wrong format, or a matrix may have been set with the wrong size if the target unit has a specified channel map."; + case FMOD_ERR_DSP_INUSE: return "DSP is already in the mixer's DSP network. It must be removed before being reinserted or released."; + case FMOD_ERR_DSP_NOTFOUND: return "DSP connection error. Couldn't find the DSP unit specified."; + case FMOD_ERR_DSP_RESERVED: return "DSP operation error. Cannot perform operation on this DSP as it is reserved by the system."; + case FMOD_ERR_DSP_SILENCE: return "DSP return code from a DSP process query callback. Tells mixer silence would be produced from read, so go idle and not consume CPU. Use this to optimize the DSP graph."; + case FMOD_ERR_DSP_TYPE: return "DSP operation cannot be performed on a DSP of this type."; + case FMOD_ERR_FILE_BAD: return "Error loading file."; + case FMOD_ERR_FILE_COULDNOTSEEK: return "Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format."; + case FMOD_ERR_FILE_DISKEJECTED: return "Media was ejected while reading."; + case FMOD_ERR_FILE_EOF: return "End of file unexpectedly reached while trying to read essential data (truncated?)."; + case FMOD_ERR_FILE_ENDOFDATA: return "End of current chunk reached while trying to read data."; + case FMOD_ERR_FILE_NOTFOUND: return "File not found."; + case FMOD_ERR_FORMAT: return "Unsupported file or audio format."; + case FMOD_ERR_HEADER_MISMATCH: return "There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library."; + case FMOD_ERR_HTTP: return "A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere."; + case FMOD_ERR_HTTP_ACCESS: return "The specified resource requires authentication or is forbidden."; + case FMOD_ERR_HTTP_PROXY_AUTH: return "Proxy authentication is required to access the specified resource."; + case FMOD_ERR_HTTP_SERVER_ERROR: return "A HTTP server error occurred."; + case FMOD_ERR_HTTP_TIMEOUT: return "The HTTP request timed out."; + case FMOD_ERR_INITIALIZATION: return "FMOD was not initialized correctly to support this function."; + case FMOD_ERR_INITIALIZED: return "Cannot call this command after System::init."; + case FMOD_ERR_INTERNAL: return "An error occured in the FMOD system. Use the logging version of FMOD for more information."; + case FMOD_ERR_INVALID_FLOAT: return "Value passed in was a NaN, Inf or denormalized float."; + case FMOD_ERR_INVALID_HANDLE: return "An invalid object handle was used."; + case FMOD_ERR_INVALID_PARAM: return "An invalid parameter was passed to this function."; + case FMOD_ERR_INVALID_POSITION: return "An invalid seek position was passed to this function."; + case FMOD_ERR_INVALID_SPEAKER: return "An invalid speaker was passed to this function based on the current speaker mode."; + case FMOD_ERR_INVALID_SYNCPOINT: return "The syncpoint did not come from this sound handle."; + case FMOD_ERR_INVALID_THREAD: return "Tried to call a function on a thread that is not supported."; + case FMOD_ERR_INVALID_VECTOR: return "The vectors passed in are not unit length, or perpendicular."; + case FMOD_ERR_MAXAUDIBLE: return "Reached maximum audible playback count for this sound's soundgroup."; + case FMOD_ERR_MEMORY: return "Not enough memory or resources."; + case FMOD_ERR_MEMORY_CANTPOINT: return "Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used."; + case FMOD_ERR_NEEDS3D: return "Tried to call a command on a 2d sound when the command was meant for 3d sound."; + case FMOD_ERR_NEEDSHARDWARE: return "Tried to use a feature that requires hardware support."; + case FMOD_ERR_NET_CONNECT: return "Couldn't connect to the specified host."; + case FMOD_ERR_NET_SOCKET_ERROR: return "A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere."; + case FMOD_ERR_NET_URL: return "The specified URL couldn't be resolved."; + case FMOD_ERR_NET_WOULD_BLOCK: return "Operation on a non-blocking socket could not complete immediately."; + case FMOD_ERR_NOTREADY: return "Operation could not be performed because specified sound/DSP connection is not ready."; + case FMOD_ERR_OUTPUT_ALLOCATED: return "Error initializing output device, but more specifically, the output device is already in use and cannot be reused."; + case FMOD_ERR_OUTPUT_CREATEBUFFER: return "Error creating hardware sound buffer."; + case FMOD_ERR_OUTPUT_DRIVERCALL: return "A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted."; + case FMOD_ERR_OUTPUT_FORMAT: return "Soundcard does not support the specified format."; + case FMOD_ERR_OUTPUT_INIT: return "Error initializing output device."; + case FMOD_ERR_OUTPUT_NODRIVERS: return "The output device has no drivers installed. If pre-init, FMOD_OUTPUT_NOSOUND is selected as the output mode. If post-init, the function just fails."; + case FMOD_ERR_PLUGIN: return "An unspecified error has been returned from a plugin."; + case FMOD_ERR_PLUGIN_MISSING: return "A requested output, dsp unit type or codec was not available."; + case FMOD_ERR_PLUGIN_RESOURCE: return "A resource that the plugin requires cannot be allocated or found. (ie the DLS file for MIDI playback)"; + case FMOD_ERR_PLUGIN_VERSION: return "A plugin was built with an unsupported SDK version."; + case FMOD_ERR_RECORD: return "An error occurred trying to initialize the recording device."; + case FMOD_ERR_REVERB_CHANNELGROUP: return "Reverb properties cannot be set on this channel because a parent channelgroup owns the reverb connection."; + case FMOD_ERR_REVERB_INSTANCE: return "Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesn't exist."; + case FMOD_ERR_SUBSOUNDS: return "The error occurred because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have. The operation may also not be able to be performed on a parent sound."; + case FMOD_ERR_SUBSOUND_ALLOCATED: return "This subsound is already being used by another sound, you cannot have more than one parent to a sound. Null out the other parent's entry first."; + case FMOD_ERR_SUBSOUND_CANTMOVE: return "Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file."; + case FMOD_ERR_TAGNOTFOUND: return "The specified tag could not be found or there are no tags."; + case FMOD_ERR_TOOMANYCHANNELS: return "The sound created exceeds the allowable input channel count. This can be increased using the 'maxinputchannels' parameter in System::setSoftwareFormat."; + case FMOD_ERR_TRUNCATED: return "The retrieved string is too long to fit in the supplied buffer and has been truncated."; + case FMOD_ERR_UNIMPLEMENTED: return "Something in FMOD hasn't been implemented when it should be. Contact support."; + case FMOD_ERR_UNINITIALIZED: return "This command failed because System::init or System::setDriver was not called."; + case FMOD_ERR_UNSUPPORTED: return "A command issued was not supported by this object. Possibly a plugin without certain callbacks specified."; + case FMOD_ERR_VERSION: return "The version number of this file format is not supported."; + case FMOD_ERR_EVENT_ALREADY_LOADED: return "The specified bank has already been loaded."; + case FMOD_ERR_EVENT_LIVEUPDATE_BUSY: return "The live update connection failed due to the game already being connected."; + case FMOD_ERR_EVENT_LIVEUPDATE_MISMATCH: return "The live update connection failed due to the game data being out of sync with the tool."; + case FMOD_ERR_EVENT_LIVEUPDATE_TIMEOUT: return "The live update connection timed out."; + case FMOD_ERR_EVENT_NOTFOUND: return "The requested event, parameter, bus or vca could not be found."; + case FMOD_ERR_STUDIO_UNINITIALIZED: return "The Studio::System object is not yet initialized."; + case FMOD_ERR_STUDIO_NOT_LOADED: return "The specified resource is not loaded, so it can't be unloaded."; + case FMOD_ERR_INVALID_STRING: return "An invalid string was passed to this function."; + case FMOD_ERR_ALREADY_LOCKED: return "The specified resource is already locked."; + case FMOD_ERR_NOT_LOCKED: return "The specified resource is not locked, so it can't be unlocked."; + case FMOD_ERR_RECORD_DISCONNECTED: return "The specified recording driver has been disconnected."; + case FMOD_ERR_TOOMANYSAMPLES: return "The length provided exceeds the allowable limit."; + default : return "Unknown error."; + }; +} + +#endif diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_output.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_output.h new file mode 100644 index 00000000..61e1d8e6 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_output.h @@ -0,0 +1,122 @@ +/* ======================================================================================== */ +/* FMOD Core API - output development header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header if you are wanting to develop your own output plugin to use with */ +/* FMOD's output system. With this header you can make your own output plugin that FMOD */ +/* can register and use. See the documentation and examples on how to make a working */ +/* plugin. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/plugin-api-output.html */ +/* ======================================================================================== */ +#ifndef _FMOD_OUTPUT_H +#define _FMOD_OUTPUT_H + +typedef struct FMOD_OUTPUT_STATE FMOD_OUTPUT_STATE; +typedef struct FMOD_OUTPUT_OBJECT3DINFO FMOD_OUTPUT_OBJECT3DINFO; + +/* + Output constants +*/ +#define FMOD_OUTPUT_PLUGIN_VERSION 5 + +typedef unsigned int FMOD_OUTPUT_METHOD; +#define FMOD_OUTPUT_METHOD_MIX_DIRECT 0 +#define FMOD_OUTPUT_METHOD_MIX_BUFFERED 1 + +/* + Output callbacks +*/ +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_GETNUMDRIVERS_CALLBACK) (FMOD_OUTPUT_STATE *output_state, int *numdrivers); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_GETDRIVERINFO_CALLBACK) (FMOD_OUTPUT_STATE *output_state, int id, char *name, int namelen, FMOD_GUID *guid, int *systemrate, FMOD_SPEAKERMODE *speakermode, int *speakermodechannels); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_INIT_CALLBACK) (FMOD_OUTPUT_STATE *output_state, int selecteddriver, FMOD_INITFLAGS flags, int *outputrate, FMOD_SPEAKERMODE *speakermode, int *speakermodechannels, FMOD_SOUND_FORMAT *outputformat, int dspbufferlength, int *dspnumbuffers, int *dspnumadditionalbuffers, void *extradriverdata); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_START_CALLBACK) (FMOD_OUTPUT_STATE *output_state); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_STOP_CALLBACK) (FMOD_OUTPUT_STATE *output_state); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_CLOSE_CALLBACK) (FMOD_OUTPUT_STATE *output_state); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_UPDATE_CALLBACK) (FMOD_OUTPUT_STATE *output_state); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_GETHANDLE_CALLBACK) (FMOD_OUTPUT_STATE *output_state, void **handle); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_MIXER_CALLBACK) (FMOD_OUTPUT_STATE *output_state); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_OBJECT3DGETINFO_CALLBACK) (FMOD_OUTPUT_STATE *output_state, int *maxhardwareobjects); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_OBJECT3DALLOC_CALLBACK) (FMOD_OUTPUT_STATE *output_state, void **object3d); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_OBJECT3DFREE_CALLBACK) (FMOD_OUTPUT_STATE *output_state, void *object3d); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_OBJECT3DUPDATE_CALLBACK) (FMOD_OUTPUT_STATE *output_state, void *object3d, const FMOD_OUTPUT_OBJECT3DINFO *info); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_OPENPORT_CALLBACK) (FMOD_OUTPUT_STATE *output_state, FMOD_PORT_TYPE portType, FMOD_PORT_INDEX portIndex, int *portId, int *portRate, int *portChannels, FMOD_SOUND_FORMAT *portFormat); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_CLOSEPORT_CALLBACK) (FMOD_OUTPUT_STATE *output_state, int portId); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_DEVICELISTCHANGED_CALLBACK)(FMOD_OUTPUT_STATE *output_state); + +/* + Output functions +*/ +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_READFROMMIXER_FUNC) (FMOD_OUTPUT_STATE *output_state, void *buffer, unsigned int length); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_COPYPORT_FUNC) (FMOD_OUTPUT_STATE *output_state, int portId, void *buffer, unsigned int length); +typedef FMOD_RESULT (F_CALL *FMOD_OUTPUT_REQUESTRESET_FUNC) (FMOD_OUTPUT_STATE *output_state); +typedef void * (F_CALL *FMOD_OUTPUT_ALLOC_FUNC) (unsigned int size, unsigned int align, const char *file, int line); +typedef void (F_CALL *FMOD_OUTPUT_FREE_FUNC) (void *ptr, const char *file, int line); +typedef void (F_CALL *FMOD_OUTPUT_LOG_FUNC) (FMOD_DEBUG_FLAGS level, const char *file, int line, const char *function, const char *string, ...); + +/* + Output structures +*/ +typedef struct FMOD_OUTPUT_DESCRIPTION +{ + unsigned int apiversion; + const char *name; + unsigned int version; + FMOD_OUTPUT_METHOD method; + FMOD_OUTPUT_GETNUMDRIVERS_CALLBACK getnumdrivers; + FMOD_OUTPUT_GETDRIVERINFO_CALLBACK getdriverinfo; + FMOD_OUTPUT_INIT_CALLBACK init; + FMOD_OUTPUT_START_CALLBACK start; + FMOD_OUTPUT_STOP_CALLBACK stop; + FMOD_OUTPUT_CLOSE_CALLBACK close; + FMOD_OUTPUT_UPDATE_CALLBACK update; + FMOD_OUTPUT_GETHANDLE_CALLBACK gethandle; + FMOD_OUTPUT_MIXER_CALLBACK mixer; + FMOD_OUTPUT_OBJECT3DGETINFO_CALLBACK object3dgetinfo; + FMOD_OUTPUT_OBJECT3DALLOC_CALLBACK object3dalloc; + FMOD_OUTPUT_OBJECT3DFREE_CALLBACK object3dfree; + FMOD_OUTPUT_OBJECT3DUPDATE_CALLBACK object3dupdate; + FMOD_OUTPUT_OPENPORT_CALLBACK openport; + FMOD_OUTPUT_CLOSEPORT_CALLBACK closeport; + FMOD_OUTPUT_DEVICELISTCHANGED_CALLBACK devicelistchanged; +} FMOD_OUTPUT_DESCRIPTION; + +struct FMOD_OUTPUT_STATE +{ + void *plugindata; + FMOD_OUTPUT_READFROMMIXER_FUNC readfrommixer; + FMOD_OUTPUT_ALLOC_FUNC alloc; + FMOD_OUTPUT_FREE_FUNC free; + FMOD_OUTPUT_LOG_FUNC log; + FMOD_OUTPUT_COPYPORT_FUNC copyport; + FMOD_OUTPUT_REQUESTRESET_FUNC requestreset; +}; + +struct FMOD_OUTPUT_OBJECT3DINFO +{ + float *buffer; + unsigned int bufferlength; + FMOD_VECTOR position; + float gain; + float spread; + float priority; +}; + +/* + Output macros +*/ +#define FMOD_OUTPUT_READFROMMIXER(_state, _buffer, _length) \ + (_state)->readfrommixer(_state, _buffer, _length) +#define FMOD_OUTPUT_ALLOC(_state, _size, _align) \ + (_state)->alloc(_size, _align, __FILE__, __LINE__) +#define FMOD_OUTPUT_FREE(_state, _ptr) \ + (_state)->free(_ptr, __FILE__, __LINE__) +#define FMOD_OUTPUT_LOG(_state, _level, _location, _format, ...) \ + (_state)->log(_level, __FILE__, __LINE__, _location, _format, ##__VA_ARGS__) +#define FMOD_OUTPUT_COPYPORT(_state, _id, _buffer, _length) \ + (_state)->copyport(_state, _id, _buffer, _length) +#define FMOD_OUTPUT_REQUESTRESET(_state) \ + (_state)->requestreset(_state) + +#endif /* _FMOD_OUTPUT_H */ diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio.h new file mode 100644 index 00000000..54c58d12 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio.h @@ -0,0 +1,248 @@ +/* ======================================================================================== */ +/* FMOD Studio API - C header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header in conjunction with fmod_studio_common.h (which contains all the */ +/* constants / callbacks) to develop using the C language. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/studio-api.html */ +/* ======================================================================================== */ +#ifndef FMOD_STUDIO_H +#define FMOD_STUDIO_H + +#include "fmod_studio_common.h" + +#ifdef __cplusplus +extern "C" +{ +#endif + +/* + Global +*/ +FMOD_RESULT F_API FMOD_Studio_ParseID(const char *idstring, FMOD_GUID *id); +FMOD_RESULT F_API FMOD_Studio_System_Create(FMOD_STUDIO_SYSTEM **system, unsigned int headerversion); + +/* + System +*/ +FMOD_BOOL F_API FMOD_Studio_System_IsValid(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_SetAdvancedSettings(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_ADVANCEDSETTINGS *settings); +FMOD_RESULT F_API FMOD_Studio_System_GetAdvancedSettings(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_ADVANCEDSETTINGS *settings); +FMOD_RESULT F_API FMOD_Studio_System_Initialize(FMOD_STUDIO_SYSTEM *system, int maxchannels, FMOD_STUDIO_INITFLAGS studioflags, FMOD_INITFLAGS flags, void *extradriverdata); +FMOD_RESULT F_API FMOD_Studio_System_Release(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_Update(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_GetCoreSystem(FMOD_STUDIO_SYSTEM *system, FMOD_SYSTEM **coresystem); +FMOD_RESULT F_API FMOD_Studio_System_GetEvent(FMOD_STUDIO_SYSTEM *system, const char *pathOrID, FMOD_STUDIO_EVENTDESCRIPTION **event); +FMOD_RESULT F_API FMOD_Studio_System_GetBus(FMOD_STUDIO_SYSTEM *system, const char *pathOrID, FMOD_STUDIO_BUS **bus); +FMOD_RESULT F_API FMOD_Studio_System_GetVCA(FMOD_STUDIO_SYSTEM *system, const char *pathOrID, FMOD_STUDIO_VCA **vca); +FMOD_RESULT F_API FMOD_Studio_System_GetBank(FMOD_STUDIO_SYSTEM *system, const char *pathOrID, FMOD_STUDIO_BANK **bank); +FMOD_RESULT F_API FMOD_Studio_System_GetEventByID(FMOD_STUDIO_SYSTEM *system, const FMOD_GUID *id, FMOD_STUDIO_EVENTDESCRIPTION **event); +FMOD_RESULT F_API FMOD_Studio_System_GetBusByID(FMOD_STUDIO_SYSTEM *system, const FMOD_GUID *id, FMOD_STUDIO_BUS **bus); +FMOD_RESULT F_API FMOD_Studio_System_GetVCAByID(FMOD_STUDIO_SYSTEM *system, const FMOD_GUID *id, FMOD_STUDIO_VCA **vca); +FMOD_RESULT F_API FMOD_Studio_System_GetBankByID(FMOD_STUDIO_SYSTEM *system, const FMOD_GUID *id, FMOD_STUDIO_BANK **bank); +FMOD_RESULT F_API FMOD_Studio_System_GetSoundInfo(FMOD_STUDIO_SYSTEM *system, const char *key, FMOD_STUDIO_SOUND_INFO *info); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterDescriptionByName(FMOD_STUDIO_SYSTEM *system, const char *name, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterDescriptionByID(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_PARAMETER_ID id, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterLabelByName(FMOD_STUDIO_SYSTEM *system, const char *name, int labelindex, char *label, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterLabelByID(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_PARAMETER_ID id, int labelindex, char *label, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterByID(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_PARAMETER_ID id, float *value, float *finalvalue); +FMOD_RESULT F_API FMOD_Studio_System_SetParameterByID(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_PARAMETER_ID id, float value, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_System_SetParameterByIDWithLabel(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_PARAMETER_ID id, const char *label, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_System_SetParametersByIDs(FMOD_STUDIO_SYSTEM *system, const FMOD_STUDIO_PARAMETER_ID *ids, float *values, int count, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterByName(FMOD_STUDIO_SYSTEM *system, const char *name, float *value, float *finalvalue); +FMOD_RESULT F_API FMOD_Studio_System_SetParameterByName(FMOD_STUDIO_SYSTEM *system, const char *name, float value, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_System_SetParameterByNameWithLabel(FMOD_STUDIO_SYSTEM *system, const char *name, const char *label, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_System_LookupID(FMOD_STUDIO_SYSTEM *system, const char *path, FMOD_GUID *id); +FMOD_RESULT F_API FMOD_Studio_System_LookupPath(FMOD_STUDIO_SYSTEM *system, const FMOD_GUID *id, char *path, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_System_GetNumListeners(FMOD_STUDIO_SYSTEM *system, int *numlisteners); +FMOD_RESULT F_API FMOD_Studio_System_SetNumListeners(FMOD_STUDIO_SYSTEM *system, int numlisteners); +FMOD_RESULT F_API FMOD_Studio_System_GetListenerAttributes(FMOD_STUDIO_SYSTEM *system, int index, FMOD_3D_ATTRIBUTES *attributes, FMOD_VECTOR *attenuationposition); +FMOD_RESULT F_API FMOD_Studio_System_SetListenerAttributes(FMOD_STUDIO_SYSTEM *system, int index, const FMOD_3D_ATTRIBUTES *attributes, const FMOD_VECTOR *attenuationposition); +FMOD_RESULT F_API FMOD_Studio_System_GetListenerWeight(FMOD_STUDIO_SYSTEM *system, int index, float *weight); +FMOD_RESULT F_API FMOD_Studio_System_SetListenerWeight(FMOD_STUDIO_SYSTEM *system, int index, float weight); +FMOD_RESULT F_API FMOD_Studio_System_LoadBankFile(FMOD_STUDIO_SYSTEM *system, const char *filename, FMOD_STUDIO_LOAD_BANK_FLAGS flags, FMOD_STUDIO_BANK **bank); +FMOD_RESULT F_API FMOD_Studio_System_LoadBankMemory(FMOD_STUDIO_SYSTEM *system, const char *buffer, int length, FMOD_STUDIO_LOAD_MEMORY_MODE mode, FMOD_STUDIO_LOAD_BANK_FLAGS flags, FMOD_STUDIO_BANK **bank); +FMOD_RESULT F_API FMOD_Studio_System_LoadBankCustom(FMOD_STUDIO_SYSTEM *system, const FMOD_STUDIO_BANK_INFO *info, FMOD_STUDIO_LOAD_BANK_FLAGS flags, FMOD_STUDIO_BANK **bank); +FMOD_RESULT F_API FMOD_Studio_System_RegisterPlugin(FMOD_STUDIO_SYSTEM *system, const FMOD_DSP_DESCRIPTION *description); +FMOD_RESULT F_API FMOD_Studio_System_UnregisterPlugin(FMOD_STUDIO_SYSTEM *system, const char *name); +FMOD_RESULT F_API FMOD_Studio_System_UnloadAll(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_FlushCommands(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_FlushSampleLoading(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_StartCommandCapture(FMOD_STUDIO_SYSTEM *system, const char *filename, FMOD_STUDIO_COMMANDCAPTURE_FLAGS flags); +FMOD_RESULT F_API FMOD_Studio_System_StopCommandCapture(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_LoadCommandReplay(FMOD_STUDIO_SYSTEM *system, const char *filename, FMOD_STUDIO_COMMANDREPLAY_FLAGS flags, FMOD_STUDIO_COMMANDREPLAY **replay); +FMOD_RESULT F_API FMOD_Studio_System_GetBankCount(FMOD_STUDIO_SYSTEM *system, int *count); +FMOD_RESULT F_API FMOD_Studio_System_GetBankList(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_BANK **array, int capacity, int *count); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterDescriptionCount(FMOD_STUDIO_SYSTEM *system, int *count); +FMOD_RESULT F_API FMOD_Studio_System_GetParameterDescriptionList(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_PARAMETER_DESCRIPTION *array, int capacity, int *count); +FMOD_RESULT F_API FMOD_Studio_System_GetCPUUsage(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_CPU_USAGE *usage, FMOD_CPU_USAGE *usage_core); +FMOD_RESULT F_API FMOD_Studio_System_GetBufferUsage(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_BUFFER_USAGE *usage); +FMOD_RESULT F_API FMOD_Studio_System_ResetBufferUsage(FMOD_STUDIO_SYSTEM *system); +FMOD_RESULT F_API FMOD_Studio_System_SetCallback(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_SYSTEM_CALLBACK callback, FMOD_STUDIO_SYSTEM_CALLBACK_TYPE callbackmask); +FMOD_RESULT F_API FMOD_Studio_System_SetUserData(FMOD_STUDIO_SYSTEM *system, void *userdata); +FMOD_RESULT F_API FMOD_Studio_System_GetUserData(FMOD_STUDIO_SYSTEM *system, void **userdata); +FMOD_RESULT F_API FMOD_Studio_System_GetMemoryUsage(FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_MEMORY_USAGE *memoryusage); + +/* + EventDescription +*/ +FMOD_BOOL F_API FMOD_Studio_EventDescription_IsValid(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetID(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_GUID *id); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetPath(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, char *path, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterDescriptionCount(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int *count); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterDescriptionByIndex(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int index, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterDescriptionByName(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, const char *name, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterDescriptionByID(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_PARAMETER_ID id, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterLabelByIndex(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int index, int labelindex, char *label, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterLabelByName(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, const char *name, int labelindex, char *label, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetParameterLabelByID(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_PARAMETER_ID id, int labelindex, char *label, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetUserPropertyCount(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int *count); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetUserPropertyByIndex(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int index, FMOD_STUDIO_USER_PROPERTY *property); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetUserProperty(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, const char *name, FMOD_STUDIO_USER_PROPERTY *property); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetLength(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int *length); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetMinMaxDistance(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, float *min, float *max); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetSoundSize(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, float *size); +FMOD_RESULT F_API FMOD_Studio_EventDescription_IsSnapshot(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_BOOL *snapshot); +FMOD_RESULT F_API FMOD_Studio_EventDescription_IsOneshot(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_BOOL *oneshot); +FMOD_RESULT F_API FMOD_Studio_EventDescription_IsStream(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_BOOL *isStream); +FMOD_RESULT F_API FMOD_Studio_EventDescription_Is3D(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_BOOL *is3D); +FMOD_RESULT F_API FMOD_Studio_EventDescription_IsDopplerEnabled(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_BOOL *doppler); +FMOD_RESULT F_API FMOD_Studio_EventDescription_HasSustainPoint(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_BOOL *sustainPoint); +FMOD_RESULT F_API FMOD_Studio_EventDescription_CreateInstance(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_EVENTINSTANCE **instance); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetInstanceCount(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, int *count); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetInstanceList(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_EVENTINSTANCE **array, int capacity, int *count); +FMOD_RESULT F_API FMOD_Studio_EventDescription_LoadSampleData(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription); +FMOD_RESULT F_API FMOD_Studio_EventDescription_UnloadSampleData(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetSampleLoadingState(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_LOADING_STATE *state); +FMOD_RESULT F_API FMOD_Studio_EventDescription_ReleaseAllInstances(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription); +FMOD_RESULT F_API FMOD_Studio_EventDescription_SetCallback(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_EVENT_CALLBACK callback, FMOD_STUDIO_EVENT_CALLBACK_TYPE callbackmask); +FMOD_RESULT F_API FMOD_Studio_EventDescription_GetUserData(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, void **userdata); +FMOD_RESULT F_API FMOD_Studio_EventDescription_SetUserData(FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, void *userdata); + +/* + EventInstance +*/ +FMOD_BOOL F_API FMOD_Studio_EventInstance_IsValid(FMOD_STUDIO_EVENTINSTANCE *eventinstance); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetDescription(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_EVENTDESCRIPTION **description); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetVolume(FMOD_STUDIO_EVENTINSTANCE *eventinstance, float *volume, float *finalvolume); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetVolume(FMOD_STUDIO_EVENTINSTANCE *eventinstance, float volume); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetPitch(FMOD_STUDIO_EVENTINSTANCE *eventinstance, float *pitch, float *finalpitch); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetPitch(FMOD_STUDIO_EVENTINSTANCE *eventinstance, float pitch); +FMOD_RESULT F_API FMOD_Studio_EventInstance_Get3DAttributes(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_3D_ATTRIBUTES *attributes); +FMOD_RESULT F_API FMOD_Studio_EventInstance_Set3DAttributes(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_3D_ATTRIBUTES *attributes); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetListenerMask(FMOD_STUDIO_EVENTINSTANCE *eventinstance, unsigned int *mask); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetListenerMask(FMOD_STUDIO_EVENTINSTANCE *eventinstance, unsigned int mask); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetProperty(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_EVENT_PROPERTY index, float *value); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetProperty(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_EVENT_PROPERTY index, float value); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetReverbLevel(FMOD_STUDIO_EVENTINSTANCE *eventinstance, int index, float *level); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetReverbLevel(FMOD_STUDIO_EVENTINSTANCE *eventinstance, int index, float level); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetPaused(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_BOOL *paused); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetPaused(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_BOOL paused); +FMOD_RESULT F_API FMOD_Studio_EventInstance_Start(FMOD_STUDIO_EVENTINSTANCE *eventinstance); +FMOD_RESULT F_API FMOD_Studio_EventInstance_Stop(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_STOP_MODE mode); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetTimelinePosition(FMOD_STUDIO_EVENTINSTANCE *eventinstance, int *position); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetTimelinePosition(FMOD_STUDIO_EVENTINSTANCE *eventinstance, int position); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetPlaybackState(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_PLAYBACK_STATE *state); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetChannelGroup(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_CHANNELGROUP **group); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetMinMaxDistance(FMOD_STUDIO_EVENTINSTANCE *eventinstance, float *min, float *max); +FMOD_RESULT F_API FMOD_Studio_EventInstance_Release(FMOD_STUDIO_EVENTINSTANCE *eventinstance); +FMOD_RESULT F_API FMOD_Studio_EventInstance_IsVirtual(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_BOOL *virtualstate); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetParameterByName(FMOD_STUDIO_EVENTINSTANCE *eventinstance, const char *name, float *value, float *finalvalue); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetParameterByName(FMOD_STUDIO_EVENTINSTANCE *eventinstance, const char *name, float value, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetParameterByNameWithLabel(FMOD_STUDIO_EVENTINSTANCE *eventinstance, const char *name, const char *label, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetParameterByID(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_PARAMETER_ID id, float *value, float *finalvalue); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetParameterByID(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_PARAMETER_ID id, float value, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetParameterByIDWithLabel(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_PARAMETER_ID id, const char *label, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetParametersByIDs(FMOD_STUDIO_EVENTINSTANCE *eventinstance, const FMOD_STUDIO_PARAMETER_ID *ids, float *values, int count, FMOD_BOOL ignoreseekspeed); +FMOD_RESULT F_API FMOD_Studio_EventInstance_KeyOff(FMOD_STUDIO_EVENTINSTANCE *eventinstance); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetCallback(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_EVENT_CALLBACK callback, FMOD_STUDIO_EVENT_CALLBACK_TYPE callbackmask); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetUserData(FMOD_STUDIO_EVENTINSTANCE *eventinstance, void **userdata); +FMOD_RESULT F_API FMOD_Studio_EventInstance_SetUserData(FMOD_STUDIO_EVENTINSTANCE *eventinstance, void *userdata); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetCPUUsage(FMOD_STUDIO_EVENTINSTANCE *eventinstance, unsigned int *exclusive, unsigned int *inclusive); +FMOD_RESULT F_API FMOD_Studio_EventInstance_GetMemoryUsage(FMOD_STUDIO_EVENTINSTANCE *eventinstance, FMOD_STUDIO_MEMORY_USAGE *memoryusage); + +/* + Bus +*/ +FMOD_BOOL F_API FMOD_Studio_Bus_IsValid(FMOD_STUDIO_BUS *bus); +FMOD_RESULT F_API FMOD_Studio_Bus_GetID(FMOD_STUDIO_BUS *bus, FMOD_GUID *id); +FMOD_RESULT F_API FMOD_Studio_Bus_GetPath(FMOD_STUDIO_BUS *bus, char *path, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_Bus_GetVolume(FMOD_STUDIO_BUS *bus, float *volume, float *finalvolume); +FMOD_RESULT F_API FMOD_Studio_Bus_SetVolume(FMOD_STUDIO_BUS *bus, float volume); +FMOD_RESULT F_API FMOD_Studio_Bus_GetPaused(FMOD_STUDIO_BUS *bus, FMOD_BOOL *paused); +FMOD_RESULT F_API FMOD_Studio_Bus_SetPaused(FMOD_STUDIO_BUS *bus, FMOD_BOOL paused); +FMOD_RESULT F_API FMOD_Studio_Bus_GetMute(FMOD_STUDIO_BUS *bus, FMOD_BOOL *mute); +FMOD_RESULT F_API FMOD_Studio_Bus_SetMute(FMOD_STUDIO_BUS *bus, FMOD_BOOL mute); +FMOD_RESULT F_API FMOD_Studio_Bus_StopAllEvents(FMOD_STUDIO_BUS *bus, FMOD_STUDIO_STOP_MODE mode); +FMOD_RESULT F_API FMOD_Studio_Bus_GetPortIndex(FMOD_STUDIO_BUS *bus, FMOD_PORT_INDEX *index); +FMOD_RESULT F_API FMOD_Studio_Bus_SetPortIndex(FMOD_STUDIO_BUS *bus, FMOD_PORT_INDEX index); +FMOD_RESULT F_API FMOD_Studio_Bus_LockChannelGroup(FMOD_STUDIO_BUS *bus); +FMOD_RESULT F_API FMOD_Studio_Bus_UnlockChannelGroup(FMOD_STUDIO_BUS *bus); +FMOD_RESULT F_API FMOD_Studio_Bus_GetChannelGroup(FMOD_STUDIO_BUS *bus, FMOD_CHANNELGROUP **group); +FMOD_RESULT F_API FMOD_Studio_Bus_GetCPUUsage(FMOD_STUDIO_BUS *bus, unsigned int *exclusive, unsigned int *inclusive); +FMOD_RESULT F_API FMOD_Studio_Bus_GetMemoryUsage(FMOD_STUDIO_BUS *bus, FMOD_STUDIO_MEMORY_USAGE *memoryusage); + +/* + VCA +*/ +FMOD_BOOL F_API FMOD_Studio_VCA_IsValid(FMOD_STUDIO_VCA *vca); +FMOD_RESULT F_API FMOD_Studio_VCA_GetID(FMOD_STUDIO_VCA *vca, FMOD_GUID *id); +FMOD_RESULT F_API FMOD_Studio_VCA_GetPath(FMOD_STUDIO_VCA *vca, char *path, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_VCA_GetVolume(FMOD_STUDIO_VCA *vca, float *volume, float *finalvolume); +FMOD_RESULT F_API FMOD_Studio_VCA_SetVolume(FMOD_STUDIO_VCA *vca, float volume); + +/* + Bank +*/ +FMOD_BOOL F_API FMOD_Studio_Bank_IsValid(FMOD_STUDIO_BANK *bank); +FMOD_RESULT F_API FMOD_Studio_Bank_GetID(FMOD_STUDIO_BANK *bank, FMOD_GUID *id); +FMOD_RESULT F_API FMOD_Studio_Bank_GetPath(FMOD_STUDIO_BANK *bank, char *path, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_Bank_Unload(FMOD_STUDIO_BANK *bank); +FMOD_RESULT F_API FMOD_Studio_Bank_LoadSampleData(FMOD_STUDIO_BANK *bank); +FMOD_RESULT F_API FMOD_Studio_Bank_UnloadSampleData(FMOD_STUDIO_BANK *bank); +FMOD_RESULT F_API FMOD_Studio_Bank_GetLoadingState(FMOD_STUDIO_BANK *bank, FMOD_STUDIO_LOADING_STATE *state); +FMOD_RESULT F_API FMOD_Studio_Bank_GetSampleLoadingState(FMOD_STUDIO_BANK *bank, FMOD_STUDIO_LOADING_STATE *state); +FMOD_RESULT F_API FMOD_Studio_Bank_GetStringCount(FMOD_STUDIO_BANK *bank, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetStringInfo(FMOD_STUDIO_BANK *bank, int index, FMOD_GUID *id, char *path, int size, int *retrieved); +FMOD_RESULT F_API FMOD_Studio_Bank_GetEventCount(FMOD_STUDIO_BANK *bank, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetEventList(FMOD_STUDIO_BANK *bank, FMOD_STUDIO_EVENTDESCRIPTION **array, int capacity, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetBusCount(FMOD_STUDIO_BANK *bank, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetBusList(FMOD_STUDIO_BANK *bank, FMOD_STUDIO_BUS **array, int capacity, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetVCACount(FMOD_STUDIO_BANK *bank, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetVCAList(FMOD_STUDIO_BANK *bank, FMOD_STUDIO_VCA **array, int capacity, int *count); +FMOD_RESULT F_API FMOD_Studio_Bank_GetUserData(FMOD_STUDIO_BANK *bank, void **userdata); +FMOD_RESULT F_API FMOD_Studio_Bank_SetUserData(FMOD_STUDIO_BANK *bank, void *userdata); + +/* + Command playback information +*/ +FMOD_BOOL F_API FMOD_Studio_CommandReplay_IsValid(FMOD_STUDIO_COMMANDREPLAY *replay); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetSystem(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_STUDIO_SYSTEM **system); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetLength(FMOD_STUDIO_COMMANDREPLAY *replay, float *length); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetCommandCount(FMOD_STUDIO_COMMANDREPLAY *replay, int *count); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetCommandInfo(FMOD_STUDIO_COMMANDREPLAY *replay, int commandindex, FMOD_STUDIO_COMMAND_INFO *info); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetCommandString(FMOD_STUDIO_COMMANDREPLAY *replay, int commandindex, char *buffer, int length); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetCommandAtTime(FMOD_STUDIO_COMMANDREPLAY *replay, float time, int *commandindex); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SetBankPath(FMOD_STUDIO_COMMANDREPLAY *replay, const char *bankPath); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_Start(FMOD_STUDIO_COMMANDREPLAY *replay); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_Stop(FMOD_STUDIO_COMMANDREPLAY *replay); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SeekToTime(FMOD_STUDIO_COMMANDREPLAY *replay, float time); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SeekToCommand(FMOD_STUDIO_COMMANDREPLAY *replay, int commandindex); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetPaused(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_BOOL *paused); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SetPaused(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_BOOL paused); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetPlaybackState(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_STUDIO_PLAYBACK_STATE *state); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetCurrentCommand(FMOD_STUDIO_COMMANDREPLAY *replay, int *commandindex, float *currenttime); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_Release(FMOD_STUDIO_COMMANDREPLAY *replay); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SetFrameCallback(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_STUDIO_COMMANDREPLAY_FRAME_CALLBACK callback); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SetLoadBankCallback(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_STUDIO_COMMANDREPLAY_LOAD_BANK_CALLBACK callback); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SetCreateInstanceCallback(FMOD_STUDIO_COMMANDREPLAY *replay, FMOD_STUDIO_COMMANDREPLAY_CREATE_INSTANCE_CALLBACK callback); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_GetUserData(FMOD_STUDIO_COMMANDREPLAY *replay, void **userdata); +FMOD_RESULT F_API FMOD_Studio_CommandReplay_SetUserData(FMOD_STUDIO_COMMANDREPLAY *replay, void *userdata); + +#ifdef __cplusplus +} +#endif + +#endif /* FMOD_STUDIO_H */ diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio.hpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio.hpp new file mode 100644 index 00000000..5fb071b2 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio.hpp @@ -0,0 +1,402 @@ +/* ======================================================================================== */ +/* FMOD Studio API - C++ header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* Use this header in conjunction with fmod_studio_common.h (which contains all the */ +/* constants / callbacks) to develop using the C++ language. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/studio-api.html */ +/* ======================================================================================== */ +#ifndef FMOD_STUDIO_HPP +#define FMOD_STUDIO_HPP + +#include "fmod_studio_common.h" +#include "fmod_studio.h" + +#include "fmod.hpp" + +namespace FMOD +{ + +namespace Studio +{ + typedef FMOD_GUID ID; // Deprecated. Please use FMOD_GUID type. + + class System; + class EventDescription; + class EventInstance; + class Bus; + class VCA; + class Bank; + class CommandReplay; + + inline FMOD_RESULT parseID(const char *idstring, FMOD_GUID *id) { return FMOD_Studio_ParseID(idstring, id); } + + class System + { + private: + // Constructor made private so user cannot statically instance a System class. System::create must be used. + System(); + System(const System &); + + public: + static FMOD_RESULT F_API create(System **system, unsigned int headerversion = FMOD_VERSION); + FMOD_RESULT F_API setAdvancedSettings(FMOD_STUDIO_ADVANCEDSETTINGS *settings); + FMOD_RESULT F_API getAdvancedSettings(FMOD_STUDIO_ADVANCEDSETTINGS *settings); + FMOD_RESULT F_API initialize(int maxchannels, FMOD_STUDIO_INITFLAGS studioflags, FMOD_INITFLAGS flags, void *extradriverdata); + FMOD_RESULT F_API release(); + + // Handle validity + bool F_API isValid() const; + + // Update processing + FMOD_RESULT F_API update(); + FMOD_RESULT F_API flushCommands(); + FMOD_RESULT F_API flushSampleLoading(); + + // Low-level API access + FMOD_RESULT F_API getCoreSystem(FMOD::System **system) const; + + // Asset retrieval + FMOD_RESULT F_API getEvent(const char *path, EventDescription **event) const; + FMOD_RESULT F_API getBus(const char *path, Bus **bus) const; + FMOD_RESULT F_API getVCA(const char *path, VCA **vca) const; + FMOD_RESULT F_API getBank(const char *path, Bank **bank) const; + FMOD_RESULT F_API getEventByID(const FMOD_GUID *id, EventDescription **event) const; + FMOD_RESULT F_API getBusByID(const FMOD_GUID *id, Bus **bus) const; + FMOD_RESULT F_API getVCAByID(const FMOD_GUID *id, VCA **vca) const; + FMOD_RESULT F_API getBankByID(const FMOD_GUID *id, Bank **bank) const; + FMOD_RESULT F_API getSoundInfo(const char *key, FMOD_STUDIO_SOUND_INFO *info) const; + FMOD_RESULT F_API getParameterDescriptionByName(const char *name, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter) const; + FMOD_RESULT F_API getParameterDescriptionByID(FMOD_STUDIO_PARAMETER_ID id, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter) const; + FMOD_RESULT F_API getParameterLabelByName(const char *name, int labelindex, char *label, int size, int *retrieved) const; + FMOD_RESULT F_API getParameterLabelByID(FMOD_STUDIO_PARAMETER_ID id, int labelindex, char *label, int size, int *retrieved) const; + + // Global parameter control + FMOD_RESULT F_API getParameterByID(FMOD_STUDIO_PARAMETER_ID id, float *value, float *finalvalue = 0) const; + FMOD_RESULT F_API setParameterByID(FMOD_STUDIO_PARAMETER_ID id, float value, bool ignoreseekspeed = false); + FMOD_RESULT F_API setParameterByIDWithLabel(FMOD_STUDIO_PARAMETER_ID id, const char *label, bool ignoreseekspeed = false); + FMOD_RESULT F_API setParametersByIDs(const FMOD_STUDIO_PARAMETER_ID *ids, float *values, int count, bool ignoreseekspeed = false); + FMOD_RESULT F_API getParameterByName(const char *name, float *value, float *finalvalue = 0) const; + FMOD_RESULT F_API setParameterByName(const char *name, float value, bool ignoreseekspeed = false); + FMOD_RESULT F_API setParameterByNameWithLabel(const char *name, const char *label, bool ignoreseekspeed = false); + + // Path lookup + FMOD_RESULT F_API lookupID(const char *path, FMOD_GUID *id) const; + FMOD_RESULT F_API lookupPath(const FMOD_GUID *id, char *path, int size, int *retrieved) const; + + // Listener control + FMOD_RESULT F_API getNumListeners(int *numlisteners); + FMOD_RESULT F_API setNumListeners(int numlisteners); + FMOD_RESULT F_API getListenerAttributes(int listener, FMOD_3D_ATTRIBUTES *attributes, FMOD_VECTOR *attenuationposition = 0) const; + FMOD_RESULT F_API setListenerAttributes(int listener, const FMOD_3D_ATTRIBUTES *attributes, const FMOD_VECTOR *attenuationposition = 0); + FMOD_RESULT F_API getListenerWeight(int listener, float *weight); + FMOD_RESULT F_API setListenerWeight(int listener, float weight); + + // Bank control + FMOD_RESULT F_API loadBankFile(const char *filename, FMOD_STUDIO_LOAD_BANK_FLAGS flags, Bank **bank); + FMOD_RESULT F_API loadBankMemory(const char *buffer, int length, FMOD_STUDIO_LOAD_MEMORY_MODE mode, FMOD_STUDIO_LOAD_BANK_FLAGS flags, Bank **bank); + FMOD_RESULT F_API loadBankCustom(const FMOD_STUDIO_BANK_INFO *info, FMOD_STUDIO_LOAD_BANK_FLAGS flags, Bank **bank); + FMOD_RESULT F_API unloadAll(); + + // General functionality + FMOD_RESULT F_API getBufferUsage(FMOD_STUDIO_BUFFER_USAGE *usage) const; + FMOD_RESULT F_API resetBufferUsage(); + FMOD_RESULT F_API registerPlugin(const FMOD_DSP_DESCRIPTION *description); + FMOD_RESULT F_API unregisterPlugin(const char *name); + + // Enumeration + FMOD_RESULT F_API getBankCount(int *count) const; + FMOD_RESULT F_API getBankList(Bank **array, int capacity, int *count) const; + FMOD_RESULT F_API getParameterDescriptionCount(int *count) const; + FMOD_RESULT F_API getParameterDescriptionList(FMOD_STUDIO_PARAMETER_DESCRIPTION *array, int capacity, int *count) const; + + // Command capture and replay + FMOD_RESULT F_API startCommandCapture(const char *filename, FMOD_STUDIO_COMMANDCAPTURE_FLAGS flags); + FMOD_RESULT F_API stopCommandCapture(); + FMOD_RESULT F_API loadCommandReplay(const char *filename, FMOD_STUDIO_COMMANDREPLAY_FLAGS flags, CommandReplay **replay); + + // Callbacks + FMOD_RESULT F_API setCallback(FMOD_STUDIO_SYSTEM_CALLBACK callback, FMOD_STUDIO_SYSTEM_CALLBACK_TYPE callbackmask = FMOD_STUDIO_SYSTEM_CALLBACK_ALL); + FMOD_RESULT F_API getUserData(void **userdata) const; + FMOD_RESULT F_API setUserData(void *userdata); + + // Monitoring + FMOD_RESULT F_API getCPUUsage(FMOD_STUDIO_CPU_USAGE *usage, FMOD_CPU_USAGE *usage_core) const; + FMOD_RESULT F_API getMemoryUsage(FMOD_STUDIO_MEMORY_USAGE *memoryusage) const; + }; + + class EventDescription + { + private: + // Constructor made private so user cannot statically instance the class. + EventDescription(); + EventDescription(const EventDescription &); + + public: + // Handle validity + bool F_API isValid() const; + + // Property access + FMOD_RESULT F_API getID(FMOD_GUID *id) const; + FMOD_RESULT F_API getPath(char *path, int size, int *retrieved) const; + FMOD_RESULT F_API getParameterDescriptionCount(int *count) const; + FMOD_RESULT F_API getParameterDescriptionByIndex(int index, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter) const; + FMOD_RESULT F_API getParameterDescriptionByName(const char *name, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter) const; + FMOD_RESULT F_API getParameterDescriptionByID(FMOD_STUDIO_PARAMETER_ID id, FMOD_STUDIO_PARAMETER_DESCRIPTION *parameter) const; + FMOD_RESULT F_API getParameterLabelByIndex(int index, int labelindex, char *label, int size, int *retrieved) const; + FMOD_RESULT F_API getParameterLabelByName(const char *name, int labelindex, char *label, int size, int *retrieved) const; + FMOD_RESULT F_API getParameterLabelByID(FMOD_STUDIO_PARAMETER_ID id, int labelindex, char *label, int size, int *retrieved) const; + FMOD_RESULT F_API getUserPropertyCount(int *count) const; + FMOD_RESULT F_API getUserPropertyByIndex(int index, FMOD_STUDIO_USER_PROPERTY *property) const; + FMOD_RESULT F_API getUserProperty(const char *name, FMOD_STUDIO_USER_PROPERTY *property) const; + FMOD_RESULT F_API getLength(int *length) const; + FMOD_RESULT F_API getMinMaxDistance(float *min, float *max) const; + FMOD_RESULT F_API getSoundSize(float *size) const; + + FMOD_RESULT F_API isSnapshot(bool *snapshot) const; + FMOD_RESULT F_API isOneshot(bool *oneshot) const; + FMOD_RESULT F_API isStream(bool *isStream) const; + FMOD_RESULT F_API is3D(bool *is3d) const; + FMOD_RESULT F_API isDopplerEnabled(bool *doppler) const; + FMOD_RESULT F_API hasSustainPoint(bool *sustainPoint) const; + + // Playback control + FMOD_RESULT F_API createInstance(EventInstance **instance) const; + FMOD_RESULT F_API getInstanceCount(int *count) const; + FMOD_RESULT F_API getInstanceList(EventInstance **array, int capacity, int *count) const; + + // Sample data loading control + FMOD_RESULT F_API loadSampleData(); + FMOD_RESULT F_API unloadSampleData(); + FMOD_RESULT F_API getSampleLoadingState(FMOD_STUDIO_LOADING_STATE *state) const; + + // Convenience functions + FMOD_RESULT F_API releaseAllInstances(); + + // Callbacks + FMOD_RESULT F_API setCallback(FMOD_STUDIO_EVENT_CALLBACK callback, FMOD_STUDIO_EVENT_CALLBACK_TYPE callbackmask = FMOD_STUDIO_EVENT_CALLBACK_ALL); + FMOD_RESULT F_API getUserData(void **userdata) const; + FMOD_RESULT F_API setUserData(void *userdata); + }; + + class EventInstance + { + private: + // Constructor made private so user cannot statically instance the class. + EventInstance(); + EventInstance(const EventInstance &); + + public: + // Handle validity + bool F_API isValid() const; + + // Property access + FMOD_RESULT F_API getDescription(EventDescription **description) const; + + // Playback control + FMOD_RESULT F_API getVolume(float *volume, float *finalvolume = 0) const; + FMOD_RESULT F_API setVolume(float volume); + + FMOD_RESULT F_API getPitch(float *pitch, float *finalpitch = 0) const; + FMOD_RESULT F_API setPitch(float pitch); + + FMOD_RESULT F_API get3DAttributes(FMOD_3D_ATTRIBUTES *attributes) const; + FMOD_RESULT F_API set3DAttributes(const FMOD_3D_ATTRIBUTES *attributes); + + FMOD_RESULT F_API getListenerMask(unsigned int *mask) const; + FMOD_RESULT F_API setListenerMask(unsigned int mask); + + FMOD_RESULT F_API getProperty(FMOD_STUDIO_EVENT_PROPERTY index, float *value) const; + FMOD_RESULT F_API setProperty(FMOD_STUDIO_EVENT_PROPERTY index, float value); + + FMOD_RESULT F_API getReverbLevel(int index, float *level) const; + FMOD_RESULT F_API setReverbLevel(int index, float level); + + FMOD_RESULT F_API getPaused(bool *paused) const; + FMOD_RESULT F_API setPaused(bool paused); + + FMOD_RESULT F_API start(); + FMOD_RESULT F_API stop(FMOD_STUDIO_STOP_MODE mode); + + FMOD_RESULT F_API getTimelinePosition(int *position) const; + FMOD_RESULT F_API setTimelinePosition(int position); + + FMOD_RESULT F_API getPlaybackState(FMOD_STUDIO_PLAYBACK_STATE *state) const; + + FMOD_RESULT F_API getChannelGroup(ChannelGroup **group) const; + + FMOD_RESULT F_API getMinMaxDistance(float *min, float *max) const; + + FMOD_RESULT F_API release(); + + FMOD_RESULT F_API isVirtual(bool *virtualstate) const; + + FMOD_RESULT F_API getParameterByID(FMOD_STUDIO_PARAMETER_ID id, float *value, float *finalvalue = 0) const; + FMOD_RESULT F_API setParameterByID(FMOD_STUDIO_PARAMETER_ID id, float value, bool ignoreseekspeed = false); + FMOD_RESULT F_API setParameterByIDWithLabel(FMOD_STUDIO_PARAMETER_ID id, const char* label, bool ignoreseekspeed = false); + FMOD_RESULT F_API setParametersByIDs(const FMOD_STUDIO_PARAMETER_ID *ids, float *values, int count, bool ignoreseekspeed = false); + + FMOD_RESULT F_API getParameterByName(const char *name, float *value, float *finalvalue = 0) const; + FMOD_RESULT F_API setParameterByName(const char *name, float value, bool ignoreseekspeed = false); + FMOD_RESULT F_API setParameterByNameWithLabel(const char *name, const char* label, bool ignoreseekspeed = false); + + FMOD_RESULT F_API keyOff(); + + // Monitoring + FMOD_RESULT F_API getCPUUsage(unsigned int *exclusive, unsigned int *inclusive) const; + FMOD_RESULT F_API getMemoryUsage(FMOD_STUDIO_MEMORY_USAGE *memoryusage) const; + + // Callbacks + FMOD_RESULT F_API setCallback(FMOD_STUDIO_EVENT_CALLBACK callback, FMOD_STUDIO_EVENT_CALLBACK_TYPE callbackmask = FMOD_STUDIO_EVENT_CALLBACK_ALL); + FMOD_RESULT F_API getUserData(void **userdata) const; + FMOD_RESULT F_API setUserData(void *userdata); + }; + + class Bus + { + private: + // Constructor made private so user cannot statically instance the class. + Bus(); + Bus(const Bus &); + + public: + // Handle validity + bool F_API isValid() const; + + // Property access + FMOD_RESULT F_API getID(FMOD_GUID *id) const; + FMOD_RESULT F_API getPath(char *path, int size, int *retrieved) const; + + // Playback control + FMOD_RESULT F_API getVolume(float *volume, float *finalvolume = 0) const; + FMOD_RESULT F_API setVolume(float volume); + + FMOD_RESULT F_API getPaused(bool *paused) const; + FMOD_RESULT F_API setPaused(bool paused); + + FMOD_RESULT F_API getMute(bool *mute) const; + FMOD_RESULT F_API setMute(bool mute); + + FMOD_RESULT F_API stopAllEvents(FMOD_STUDIO_STOP_MODE mode); + + // Output port + FMOD_RESULT F_API getPortIndex(FMOD_PORT_INDEX *index) const; + FMOD_RESULT F_API setPortIndex(FMOD_PORT_INDEX index); + + // Low-level API access + FMOD_RESULT F_API lockChannelGroup(); + FMOD_RESULT F_API unlockChannelGroup(); + FMOD_RESULT F_API getChannelGroup(FMOD::ChannelGroup **group) const; + + // Monitoring + FMOD_RESULT F_API getCPUUsage(unsigned int *exclusive, unsigned int *inclusive) const; + FMOD_RESULT F_API getMemoryUsage(FMOD_STUDIO_MEMORY_USAGE *memoryusage) const; + }; + + class VCA + { + private: + // Constructor made private so user cannot statically instance the class. + VCA(); + VCA(const VCA &); + + public: + // Handle validity + bool F_API isValid() const; + + // Property access + FMOD_RESULT F_API getID(FMOD_GUID *id) const; + FMOD_RESULT F_API getPath(char *path, int size, int *retrieved) const; + + // Playback control + FMOD_RESULT F_API getVolume(float *volume, float *finalvolume = 0) const; + FMOD_RESULT F_API setVolume(float volume); + }; + + class Bank + { + private: + // Constructor made private so user cannot statically instance the class. + Bank(); + Bank(const Bank &); + + public: + // Handle validity + bool F_API isValid() const; + + // Property access + FMOD_RESULT F_API getID(FMOD_GUID *id) const; + FMOD_RESULT F_API getPath(char *path, int size, int *retrieved) const; + + // Loading control + FMOD_RESULT F_API unload(); + FMOD_RESULT F_API loadSampleData(); + FMOD_RESULT F_API unloadSampleData(); + + FMOD_RESULT F_API getLoadingState(FMOD_STUDIO_LOADING_STATE *state) const; + FMOD_RESULT F_API getSampleLoadingState(FMOD_STUDIO_LOADING_STATE *state) const; + + // Enumeration + FMOD_RESULT F_API getStringCount(int *count) const; + FMOD_RESULT F_API getStringInfo(int index, FMOD_GUID *id, char *path, int size, int *retrieved) const; + FMOD_RESULT F_API getEventCount(int *count) const; + FMOD_RESULT F_API getEventList(EventDescription **array, int capacity, int *count) const; + FMOD_RESULT F_API getBusCount(int *count) const; + FMOD_RESULT F_API getBusList(Bus **array, int capacity, int *count) const; + FMOD_RESULT F_API getVCACount(int *count) const; + FMOD_RESULT F_API getVCAList(VCA **array, int capacity, int *count) const; + + FMOD_RESULT F_API getUserData(void **userdata) const; + FMOD_RESULT F_API setUserData(void *userdata); + }; + + class CommandReplay + { + private: + // Constructor made private so user cannot statically instance the class. + CommandReplay(); + CommandReplay(const CommandReplay &); + + public: + // Handle validity + bool F_API isValid() const; + + // Information query + FMOD_RESULT F_API getSystem(System **system) const; + FMOD_RESULT F_API getLength(float *length) const; + + FMOD_RESULT F_API getCommandCount(int *count) const; + FMOD_RESULT F_API getCommandInfo(int commandindex, FMOD_STUDIO_COMMAND_INFO *info) const; + FMOD_RESULT F_API getCommandString(int commandindex, char *buffer, int length) const; + FMOD_RESULT F_API getCommandAtTime(float time, int *commandindex) const; + + // Playback + FMOD_RESULT F_API setBankPath(const char *bankPath); + FMOD_RESULT F_API start(); + FMOD_RESULT F_API stop(); + FMOD_RESULT F_API seekToTime(float time); + FMOD_RESULT F_API seekToCommand(int commandindex); + FMOD_RESULT F_API getPaused(bool *paused) const; + FMOD_RESULT F_API setPaused(bool paused); + FMOD_RESULT F_API getPlaybackState(FMOD_STUDIO_PLAYBACK_STATE *state) const; + FMOD_RESULT F_API getCurrentCommand(int *commandindex, float *currenttime) const; + + // Release + FMOD_RESULT F_API release(); + + // Callbacks + FMOD_RESULT F_API setFrameCallback(FMOD_STUDIO_COMMANDREPLAY_FRAME_CALLBACK callback); + FMOD_RESULT F_API setLoadBankCallback(FMOD_STUDIO_COMMANDREPLAY_LOAD_BANK_CALLBACK callback); + FMOD_RESULT F_API setCreateInstanceCallback(FMOD_STUDIO_COMMANDREPLAY_CREATE_INSTANCE_CALLBACK callback); + + FMOD_RESULT F_API getUserData(void **userdata) const; + FMOD_RESULT F_API setUserData(void *userdata); + }; + +} // namespace Studio + +} // namespace FMOD + +#endif //FMOD_STUDIO_HPP diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio_common.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio_common.h new file mode 100644 index 00000000..3be46a03 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMOD/fmod_studio_common.h @@ -0,0 +1,336 @@ +/* ======================================================================================== */ +/* FMOD Studio API - Common C/C++ header file. */ +/* Copyright (c), Firelight Technologies Pty, Ltd. 2004-2024. */ +/* */ +/* This header defines common enumerations, structs and callbacks that are shared between */ +/* the C and C++ interfaces. */ +/* */ +/* For more detail visit: */ +/* https://fmod.com/docs/2.02/api/studio-api.html */ +/* ======================================================================================== */ +#ifndef FMOD_STUDIO_COMMON_H +#define FMOD_STUDIO_COMMON_H + +#include "fmod.h" + +/* + FMOD Studio types. +*/ +typedef struct FMOD_STUDIO_SYSTEM FMOD_STUDIO_SYSTEM; +typedef struct FMOD_STUDIO_EVENTDESCRIPTION FMOD_STUDIO_EVENTDESCRIPTION; +typedef struct FMOD_STUDIO_EVENTINSTANCE FMOD_STUDIO_EVENTINSTANCE; +typedef struct FMOD_STUDIO_BUS FMOD_STUDIO_BUS; +typedef struct FMOD_STUDIO_VCA FMOD_STUDIO_VCA; +typedef struct FMOD_STUDIO_BANK FMOD_STUDIO_BANK; +typedef struct FMOD_STUDIO_COMMANDREPLAY FMOD_STUDIO_COMMANDREPLAY; + +/* + FMOD Studio constants +*/ +#define FMOD_STUDIO_LOAD_MEMORY_ALIGNMENT 32 + +typedef unsigned int FMOD_STUDIO_INITFLAGS; +#define FMOD_STUDIO_INIT_NORMAL 0x00000000 +#define FMOD_STUDIO_INIT_LIVEUPDATE 0x00000001 +#define FMOD_STUDIO_INIT_ALLOW_MISSING_PLUGINS 0x00000002 +#define FMOD_STUDIO_INIT_SYNCHRONOUS_UPDATE 0x00000004 +#define FMOD_STUDIO_INIT_DEFERRED_CALLBACKS 0x00000008 +#define FMOD_STUDIO_INIT_LOAD_FROM_UPDATE 0x00000010 +#define FMOD_STUDIO_INIT_MEMORY_TRACKING 0x00000020 + +typedef unsigned int FMOD_STUDIO_PARAMETER_FLAGS; +#define FMOD_STUDIO_PARAMETER_READONLY 0x00000001 +#define FMOD_STUDIO_PARAMETER_AUTOMATIC 0x00000002 +#define FMOD_STUDIO_PARAMETER_GLOBAL 0x00000004 +#define FMOD_STUDIO_PARAMETER_DISCRETE 0x00000008 +#define FMOD_STUDIO_PARAMETER_LABELED 0x00000010 + +typedef unsigned int FMOD_STUDIO_SYSTEM_CALLBACK_TYPE; +#define FMOD_STUDIO_SYSTEM_CALLBACK_PREUPDATE 0x00000001 +#define FMOD_STUDIO_SYSTEM_CALLBACK_POSTUPDATE 0x00000002 +#define FMOD_STUDIO_SYSTEM_CALLBACK_BANK_UNLOAD 0x00000004 +#define FMOD_STUDIO_SYSTEM_CALLBACK_LIVEUPDATE_CONNECTED 0x00000008 +#define FMOD_STUDIO_SYSTEM_CALLBACK_LIVEUPDATE_DISCONNECTED 0x00000010 +#define FMOD_STUDIO_SYSTEM_CALLBACK_ALL 0xFFFFFFFF + +typedef unsigned int FMOD_STUDIO_EVENT_CALLBACK_TYPE; +#define FMOD_STUDIO_EVENT_CALLBACK_CREATED 0x00000001 +#define FMOD_STUDIO_EVENT_CALLBACK_DESTROYED 0x00000002 +#define FMOD_STUDIO_EVENT_CALLBACK_STARTING 0x00000004 +#define FMOD_STUDIO_EVENT_CALLBACK_STARTED 0x00000008 +#define FMOD_STUDIO_EVENT_CALLBACK_RESTARTED 0x00000010 +#define FMOD_STUDIO_EVENT_CALLBACK_STOPPED 0x00000020 +#define FMOD_STUDIO_EVENT_CALLBACK_START_FAILED 0x00000040 +#define FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND 0x00000080 +#define FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND 0x00000100 +#define FMOD_STUDIO_EVENT_CALLBACK_PLUGIN_CREATED 0x00000200 +#define FMOD_STUDIO_EVENT_CALLBACK_PLUGIN_DESTROYED 0x00000400 +#define FMOD_STUDIO_EVENT_CALLBACK_TIMELINE_MARKER 0x00000800 +#define FMOD_STUDIO_EVENT_CALLBACK_TIMELINE_BEAT 0x00001000 +#define FMOD_STUDIO_EVENT_CALLBACK_SOUND_PLAYED 0x00002000 +#define FMOD_STUDIO_EVENT_CALLBACK_SOUND_STOPPED 0x00004000 +#define FMOD_STUDIO_EVENT_CALLBACK_REAL_TO_VIRTUAL 0x00008000 +#define FMOD_STUDIO_EVENT_CALLBACK_VIRTUAL_TO_REAL 0x00010000 +#define FMOD_STUDIO_EVENT_CALLBACK_START_EVENT_COMMAND 0x00020000 +#define FMOD_STUDIO_EVENT_CALLBACK_NESTED_TIMELINE_BEAT 0x00040000 +#define FMOD_STUDIO_EVENT_CALLBACK_ALL 0xFFFFFFFF + +typedef unsigned int FMOD_STUDIO_LOAD_BANK_FLAGS; +#define FMOD_STUDIO_LOAD_BANK_NORMAL 0x00000000 +#define FMOD_STUDIO_LOAD_BANK_NONBLOCKING 0x00000001 +#define FMOD_STUDIO_LOAD_BANK_DECOMPRESS_SAMPLES 0x00000002 +#define FMOD_STUDIO_LOAD_BANK_UNENCRYPTED 0x00000004 + +typedef unsigned int FMOD_STUDIO_COMMANDCAPTURE_FLAGS; +#define FMOD_STUDIO_COMMANDCAPTURE_NORMAL 0x00000000 +#define FMOD_STUDIO_COMMANDCAPTURE_FILEFLUSH 0x00000001 +#define FMOD_STUDIO_COMMANDCAPTURE_SKIP_INITIAL_STATE 0x00000002 + +typedef unsigned int FMOD_STUDIO_COMMANDREPLAY_FLAGS; +#define FMOD_STUDIO_COMMANDREPLAY_NORMAL 0x00000000 +#define FMOD_STUDIO_COMMANDREPLAY_SKIP_CLEANUP 0x00000001 +#define FMOD_STUDIO_COMMANDREPLAY_FAST_FORWARD 0x00000002 +#define FMOD_STUDIO_COMMANDREPLAY_SKIP_BANK_LOAD 0x00000004 + +typedef enum FMOD_STUDIO_LOADING_STATE +{ + FMOD_STUDIO_LOADING_STATE_UNLOADING, + FMOD_STUDIO_LOADING_STATE_UNLOADED, + FMOD_STUDIO_LOADING_STATE_LOADING, + FMOD_STUDIO_LOADING_STATE_LOADED, + FMOD_STUDIO_LOADING_STATE_ERROR, + + FMOD_STUDIO_LOADING_STATE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_LOADING_STATE; + +typedef enum FMOD_STUDIO_LOAD_MEMORY_MODE +{ + FMOD_STUDIO_LOAD_MEMORY, + FMOD_STUDIO_LOAD_MEMORY_POINT, + + FMOD_STUDIO_LOAD_MEMORY_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_LOAD_MEMORY_MODE; + +typedef enum FMOD_STUDIO_PARAMETER_TYPE +{ + FMOD_STUDIO_PARAMETER_GAME_CONTROLLED, + FMOD_STUDIO_PARAMETER_AUTOMATIC_DISTANCE, + FMOD_STUDIO_PARAMETER_AUTOMATIC_EVENT_CONE_ANGLE, + FMOD_STUDIO_PARAMETER_AUTOMATIC_EVENT_ORIENTATION, + FMOD_STUDIO_PARAMETER_AUTOMATIC_DIRECTION, + FMOD_STUDIO_PARAMETER_AUTOMATIC_ELEVATION, + FMOD_STUDIO_PARAMETER_AUTOMATIC_LISTENER_ORIENTATION, + FMOD_STUDIO_PARAMETER_AUTOMATIC_SPEED, + FMOD_STUDIO_PARAMETER_AUTOMATIC_SPEED_ABSOLUTE, + FMOD_STUDIO_PARAMETER_AUTOMATIC_DISTANCE_NORMALIZED, + + FMOD_STUDIO_PARAMETER_MAX, + FMOD_STUDIO_PARAMETER_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_PARAMETER_TYPE; + +typedef enum FMOD_STUDIO_USER_PROPERTY_TYPE +{ + FMOD_STUDIO_USER_PROPERTY_TYPE_INTEGER, + FMOD_STUDIO_USER_PROPERTY_TYPE_BOOLEAN, + FMOD_STUDIO_USER_PROPERTY_TYPE_FLOAT, + FMOD_STUDIO_USER_PROPERTY_TYPE_STRING, + + FMOD_STUDIO_USER_PROPERTY_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_USER_PROPERTY_TYPE; + +typedef enum FMOD_STUDIO_EVENT_PROPERTY +{ + FMOD_STUDIO_EVENT_PROPERTY_CHANNELPRIORITY, + FMOD_STUDIO_EVENT_PROPERTY_SCHEDULE_DELAY, + FMOD_STUDIO_EVENT_PROPERTY_SCHEDULE_LOOKAHEAD, + FMOD_STUDIO_EVENT_PROPERTY_MINIMUM_DISTANCE, + FMOD_STUDIO_EVENT_PROPERTY_MAXIMUM_DISTANCE, + FMOD_STUDIO_EVENT_PROPERTY_COOLDOWN, + FMOD_STUDIO_EVENT_PROPERTY_MAX, + + FMOD_STUDIO_EVENT_PROPERTY_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_EVENT_PROPERTY; + +typedef enum FMOD_STUDIO_PLAYBACK_STATE +{ + FMOD_STUDIO_PLAYBACK_PLAYING, + FMOD_STUDIO_PLAYBACK_SUSTAINING, + FMOD_STUDIO_PLAYBACK_STOPPED, + FMOD_STUDIO_PLAYBACK_STARTING, + FMOD_STUDIO_PLAYBACK_STOPPING, + + FMOD_STUDIO_PLAYBACK_FORCEINT = 65536 +} FMOD_STUDIO_PLAYBACK_STATE; + +typedef enum FMOD_STUDIO_STOP_MODE +{ + FMOD_STUDIO_STOP_ALLOWFADEOUT, + FMOD_STUDIO_STOP_IMMEDIATE, + + FMOD_STUDIO_STOP_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_STOP_MODE; + +typedef enum FMOD_STUDIO_INSTANCETYPE +{ + FMOD_STUDIO_INSTANCETYPE_NONE, + FMOD_STUDIO_INSTANCETYPE_SYSTEM, + FMOD_STUDIO_INSTANCETYPE_EVENTDESCRIPTION, + FMOD_STUDIO_INSTANCETYPE_EVENTINSTANCE, + FMOD_STUDIO_INSTANCETYPE_PARAMETERINSTANCE, + FMOD_STUDIO_INSTANCETYPE_BUS, + FMOD_STUDIO_INSTANCETYPE_VCA, + FMOD_STUDIO_INSTANCETYPE_BANK, + FMOD_STUDIO_INSTANCETYPE_COMMANDREPLAY, + + FMOD_STUDIO_INSTANCETYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */ +} FMOD_STUDIO_INSTANCETYPE; + +/* + FMOD Studio structures +*/ +typedef struct FMOD_STUDIO_BANK_INFO +{ + int size; + void *userdata; + int userdatalength; + FMOD_FILE_OPEN_CALLBACK opencallback; + FMOD_FILE_CLOSE_CALLBACK closecallback; + FMOD_FILE_READ_CALLBACK readcallback; + FMOD_FILE_SEEK_CALLBACK seekcallback; +} FMOD_STUDIO_BANK_INFO; + +typedef struct FMOD_STUDIO_PARAMETER_ID +{ + unsigned int data1; + unsigned int data2; +} FMOD_STUDIO_PARAMETER_ID; + +typedef struct FMOD_STUDIO_PARAMETER_DESCRIPTION +{ + const char *name; + FMOD_STUDIO_PARAMETER_ID id; + float minimum; + float maximum; + float defaultvalue; + FMOD_STUDIO_PARAMETER_TYPE type; + FMOD_STUDIO_PARAMETER_FLAGS flags; + FMOD_GUID guid; +} FMOD_STUDIO_PARAMETER_DESCRIPTION; + +typedef struct FMOD_STUDIO_USER_PROPERTY +{ + const char *name; + FMOD_STUDIO_USER_PROPERTY_TYPE type; + + union + { + int intvalue; + FMOD_BOOL boolvalue; + float floatvalue; + const char *stringvalue; + }; +} FMOD_STUDIO_USER_PROPERTY; + +typedef struct FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES +{ + const char *name; + FMOD_SOUND *sound; + int subsoundIndex; +} FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES; + +typedef struct FMOD_STUDIO_PLUGIN_INSTANCE_PROPERTIES +{ + const char *name; + FMOD_DSP *dsp; +} FMOD_STUDIO_PLUGIN_INSTANCE_PROPERTIES; + +typedef struct FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES +{ + const char *name; + int position; +} FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES; + +typedef struct FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES +{ + int bar; + int beat; + int position; + float tempo; + int timesignatureupper; + int timesignaturelower; +} FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES; + +typedef struct FMOD_STUDIO_TIMELINE_NESTED_BEAT_PROPERTIES +{ + FMOD_GUID eventid; + FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES properties; +} FMOD_STUDIO_TIMELINE_NESTED_BEAT_PROPERTIES; + +typedef struct FMOD_STUDIO_ADVANCEDSETTINGS +{ + int cbsize; + unsigned int commandqueuesize; + unsigned int handleinitialsize; + int studioupdateperiod; + int idlesampledatapoolsize; + unsigned int streamingscheduledelay; + const char* encryptionkey; +} FMOD_STUDIO_ADVANCEDSETTINGS; + +typedef struct FMOD_STUDIO_CPU_USAGE +{ + float update; +} FMOD_STUDIO_CPU_USAGE; + +typedef struct FMOD_STUDIO_BUFFER_INFO +{ + int currentusage; + int peakusage; + int capacity; + int stallcount; + float stalltime; +} FMOD_STUDIO_BUFFER_INFO; + +typedef struct FMOD_STUDIO_BUFFER_USAGE +{ + FMOD_STUDIO_BUFFER_INFO studiocommandqueue; + FMOD_STUDIO_BUFFER_INFO studiohandle; +} FMOD_STUDIO_BUFFER_USAGE; + +typedef struct FMOD_STUDIO_SOUND_INFO +{ + const char *name_or_data; + FMOD_MODE mode; + FMOD_CREATESOUNDEXINFO exinfo; + int subsoundindex; +} FMOD_STUDIO_SOUND_INFO; + +typedef struct FMOD_STUDIO_COMMAND_INFO +{ + const char *commandname; + int parentcommandindex; + int framenumber; + float frametime; + FMOD_STUDIO_INSTANCETYPE instancetype; + FMOD_STUDIO_INSTANCETYPE outputtype; + unsigned int instancehandle; + unsigned int outputhandle; +} FMOD_STUDIO_COMMAND_INFO; + +typedef struct FMOD_STUDIO_MEMORY_USAGE +{ + int exclusive; + int inclusive; + int sampledata; +} FMOD_STUDIO_MEMORY_USAGE; + +/* + FMOD Studio callbacks. +*/ +typedef FMOD_RESULT (F_CALLBACK *FMOD_STUDIO_SYSTEM_CALLBACK) (FMOD_STUDIO_SYSTEM *system, FMOD_STUDIO_SYSTEM_CALLBACK_TYPE type, void *commanddata, void *userdata); +typedef FMOD_RESULT (F_CALLBACK *FMOD_STUDIO_EVENT_CALLBACK) (FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters); +typedef FMOD_RESULT (F_CALLBACK *FMOD_STUDIO_COMMANDREPLAY_FRAME_CALLBACK) (FMOD_STUDIO_COMMANDREPLAY *replay, int commandindex, float currenttime, void *userdata); +typedef FMOD_RESULT (F_CALLBACK *FMOD_STUDIO_COMMANDREPLAY_LOAD_BANK_CALLBACK) (FMOD_STUDIO_COMMANDREPLAY *replay, int commandindex, const FMOD_GUID *bankguid, const char *bankfilename, FMOD_STUDIO_LOAD_BANK_FLAGS flags, FMOD_STUDIO_BANK **bank, void *userdata); +typedef FMOD_RESULT (F_CALLBACK *FMOD_STUDIO_COMMANDREPLAY_CREATE_INSTANCE_CALLBACK) (FMOD_STUDIO_COMMANDREPLAY *replay, int commandindex, FMOD_STUDIO_EVENTDESCRIPTION *eventdescription, FMOD_STUDIO_EVENTINSTANCE **instance, void *userdata); + +#endif // FMOD_STUDIO_COMMON_H diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMODStudioModule.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMODStudioModule.h new file mode 100644 index 00000000..07ef710c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMODStudioModule.h @@ -0,0 +1,182 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "Modules/ModuleManager.h" + +namespace FMOD +{ +namespace Studio +{ +class System; +class EventDescription; +class EventInstance; +} +} + +class UFMODAsset; +class UFMODBank; +class UFMODEvent; +class UWorld; +class AAudioVolume; +struct FInteriorSettings; +struct FFMODListener; // Currently only for private use, we don't export this type + +// Which FMOD Studio system to use +namespace EFMODSystemContext +{ +enum Type +{ + // For use auditioning sounds within the editor + Auditioning, + + // For use in PIE and in-game + Runtime, + + // For use when playing events in an editor world (e.g. previewing a level sequence) + Editor, + + // Max number of types + Max +}; +} + +/** + * The public interface to this module + */ +class IFMODStudioModule : public IModuleInterface +{ +public: + /** + * Singleton-like access to this module's interface. This is just for convenience! + * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. + * + * @return Returns singleton instance, loading the module on demand if needed + */ + static inline IFMODStudioModule &Get() { return FModuleManager::LoadModuleChecked("FMODStudio"); } + + /** + * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. + * + * @return True if the module is loaded and ready to use + */ + static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("FMODStudio"); } + + /** + * Get a pointer to the runtime studio system (only valid in-game or in PIE) + */ + virtual FMOD::Studio::System *GetStudioSystem(EFMODSystemContext::Type Context) = 0; + + /** + * Set system paused (for PIE pause) + */ + virtual void SetSystemPaused(bool paused) = 0; + + /** + * Called when we enter of leave PIE mode + */ + virtual void SetInPIE(bool bInPIE, bool bSimulating) = 0; + + /** + * Look up an asset given its name + */ + virtual UFMODAsset *FindAssetByName(const FString &Name) = 0; + + /** + * Look up an event given its name + */ + virtual UFMODEvent *FindEventByName(const FString &Name) = 0; + + /** + * Get the disk path for a Bank asset + */ + virtual FString GetBankPath(const UFMODBank &Bank) = 0; + + /** + * Get the disk paths for all Banks + */ + virtual void GetAllBankPaths(TArray &Paths, bool IncludeMasterBank) const = 0; + + /** + * Get an event description. + * The system type can control which Studio system to use, or leave it as System_Max for it to choose automatically. + */ + virtual FMOD::Studio::EventDescription *GetEventDescription( + const UFMODEvent *Event, EFMODSystemContext::Type Context = EFMODSystemContext::Max) = 0; + + /** + * Create a single auditioning instance using the auditioning system + */ + virtual FMOD::Studio::EventInstance *CreateAuditioningInstance(const UFMODEvent *Event) = 0; + + /** + * Stop any auditioning instance + */ + virtual void StopAuditioningInstance() = 0; + + /** + * Return whether the listener(s) have moved + */ + virtual bool HasListenerMoved() = 0; + + /** + * Called to change the listener position for editor mode + */ + virtual void SetListenerPosition(int ListenerIndex, UWorld *World, const FTransform &ListenerTransform, float DeltaSeconds) = 0; + + /** + * Called to change the listener position for editor mode + */ + virtual void FinishSetListenerPosition(int NumListeners) = 0; + + /** + * Return the audio settings for the listener nearest the given location + */ + virtual const FFMODListener &GetNearestListener(const FVector &Location) = 0; + + /** Return a list of banks that failed to load due to an error */ + virtual TArray GetFailedBankLoads(EFMODSystemContext::Type Context) = 0; + + /** Return a list of plugins that appear to be needed */ + virtual TArray GetRequiredPlugins() = 0; + + /** Register a plugin that is required */ + virtual void AddRequiredPlugin(const FString &Plugin) = 0; + + /** Returns whether sound is enabled for the game */ + virtual bool UseSound() = 0; + + /** Attempts to load a plugin by name */ + virtual bool LoadPlugin(EFMODSystemContext::Type Context, const TCHAR *ShortName) = 0; + + /** Log a FMOD error */ + virtual void LogError(int result, const char *function) = 0; + + /** Returns if the banks have been loaded */ + virtual bool AreBanksLoaded() = 0; + + /** Set active locale. Locale must be the locale name of one of the configured project locales */ + virtual bool SetLocale(const FString& Locale) = 0; + + /** Get active locale. */ + virtual FString GetLocale() = 0; + + /** Get default locale. */ + virtual FString GetDefaultLocale() = 0; + +#if WITH_EDITOR + /** Multicast delegate that is triggered before the module is shutdown. */ + virtual FSimpleMulticastDelegate &PreEndPIEEvent() = 0; + + virtual void PreEndPIE() = 0; + + /** Called by the editor module when banks have been modified on disk */ + virtual void ReloadBanks() = 0; + + /** Load Editor banks for auditioning in Sequnecer. */ + virtual void LoadEditorBanks() = 0; + + /** Unload Editor banks. */ + virtual void UnloadEditorBanks() = 0; +#endif +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMODUtils.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMODUtils.h new file mode 100644 index 00000000..c22bd133 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudio/Public/FMODUtils.h @@ -0,0 +1,202 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "fmod_studio.hpp" +#include "fmod.hpp" + +#include "Runtime/Launch/Resources/Version.h" +#include "Engine/Engine.h" + +#include "FMODStudioModule.h" + +#define verifyfmod(fn) \ + { \ + FMOD_RESULT _result = (fn); \ + if (_result != FMOD_OK) \ + { \ + FMODUtils::LogError(_result, #fn); \ + } \ + } + +namespace FMODUtils +{ + +// Unreal defines 1 unit == 1cm, so convert to metres for Studio automatically +#define FMOD_VECTOR_SCALE_DEFAULT 0.01f + +// Just call into module +inline void LogError(FMOD_RESULT result, const char *function) +{ + IFMODStudioModule::Get().LogError(result, function); +} + +inline void Assign(FMOD_VECTOR &Dest, const FVector &Src) +{ + Dest.x = Src.X; + Dest.y = Src.Y; + Dest.z = Src.Z; +} + +inline FMOD_VECTOR ConvertWorldVector(const FVector &Src) +{ + static FMatrix UE4toFMOD(FVector(0.0f, 0.0f, FMOD_VECTOR_SCALE_DEFAULT), FVector(FMOD_VECTOR_SCALE_DEFAULT, 0.0f, 0.0f), + FVector(0.0f, FMOD_VECTOR_SCALE_DEFAULT, 0.0f), FVector::ZeroVector); + + FMOD_VECTOR Dest; + Assign(Dest, UE4toFMOD.TransformPosition(Src)); + return Dest; +} + +inline FMOD_VECTOR ConvertUnitVector(const FVector &Src) +{ + static FMatrix UE4toFMOD(FVector(0.0f, 0.0f, 1.0f), FVector(1.0f, 0.0f, 0.0f), FVector(0.0f, 1.0f, 0.0f), FVector::ZeroVector); + + FMOD_VECTOR Dest; + Assign(Dest, UE4toFMOD.TransformVector(Src)); + return Dest; +} + +inline void Assign(FMOD_3D_ATTRIBUTES &Dest, const FTransform &Src) +{ + Dest.position = ConvertWorldVector(Src.GetTranslation()); + Dest.forward = ConvertUnitVector(Src.GetUnitAxis(EAxis::X)); + Dest.up = ConvertUnitVector(Src.GetUnitAxis(EAxis::Z)); +} + +inline float DistanceToUEScale(float FMODDistance) +{ + return FMODDistance / FMOD_VECTOR_SCALE_DEFAULT; +} + +inline bool IsWorldAudible(UWorld *World, bool AllowInEditor) +{ + if (GEngine && IFMODStudioModule::Get().UseSound()) + { + if (!IsValid(World)) + { + return true; + } + + if (World->bAllowAudioPlayback && World->GetNetMode() != NM_DedicatedServer) + { + EWorldType::Type previewEnum; + previewEnum = EWorldType::EditorPreview; + if (World->IsGameWorld() || World->WorldType == previewEnum || (AllowInEditor && World->WorldType == EWorldType::Editor)) + { + return true; + } + } + } + return false; +} + +inline FMOD::Studio::ID ConvertGuid(const FGuid &UnrealGuid) +{ + // Unreal doesn't follow the usual windows GUID format, instead it parses + // them as 4 integers + FMOD::Studio::ID StudioGuid; + FMemory::Memcpy(&StudioGuid, &UnrealGuid, sizeof(StudioGuid)); + Swap(StudioGuid.Data2, StudioGuid.Data3); + Swap(StudioGuid.Data4[0], StudioGuid.Data4[3]); + Swap(StudioGuid.Data4[1], StudioGuid.Data4[2]); + Swap(StudioGuid.Data4[4], StudioGuid.Data4[7]); + Swap(StudioGuid.Data4[5], StudioGuid.Data4[6]); + return StudioGuid; +} + +inline FGuid ConvertGuid(const FMOD::Studio::ID &StudioGuid) +{ + // Unreal doesn't follow the usual windows GUID format, instead it parses + // them as 4 integers + FMOD::Studio::ID CopiedGuid; + FMemory::Memcpy(&CopiedGuid, &StudioGuid, sizeof(StudioGuid)); + Swap(CopiedGuid.Data2, CopiedGuid.Data3); + Swap(CopiedGuid.Data4[0], CopiedGuid.Data4[3]); + Swap(CopiedGuid.Data4[1], CopiedGuid.Data4[2]); + Swap(CopiedGuid.Data4[4], CopiedGuid.Data4[7]); + Swap(CopiedGuid.Data4[5], CopiedGuid.Data4[6]); + FGuid UnrealGuid; + FMemory::Memcpy(&UnrealGuid, &CopiedGuid, sizeof(CopiedGuid)); + return UnrealGuid; +} + +template +inline FGuid GetID(StudioType *Instance) +{ + FMOD::Studio::ID StudioID = { 0 }; + verifyfmod(Instance->getID(&StudioID)); + return FMODUtils::ConvertGuid(StudioID); +} + +template +inline FString GetPath(StudioType *Instance) +{ + int ActualSize = 128; // Start with expected enough space + TArray RawBuffer; + FMOD_RESULT Result; + do + { + RawBuffer.SetNum(ActualSize); + Result = Instance->getPath(RawBuffer.GetData(), ActualSize, &ActualSize); + } while (Result == FMOD_ERR_TRUNCATED); + + if (Result == FMOD_OK) + { + return FString(UTF8_TO_TCHAR(RawBuffer.GetData())); + } + else + { + return FString(); + } +} + +inline FString LookupNameFromGuid(FMOD::Studio::System *StudioSystem, const FMOD::Studio::ID &Guid) +{ + int ActualSize = 128; // Start with expected enough space + TArray RawBuffer; + FMOD_RESULT Result; + do + { + RawBuffer.SetNum(ActualSize); + Result = StudioSystem->lookupPath(&Guid, RawBuffer.GetData(), ActualSize, &ActualSize); + } while (Result == FMOD_ERR_TRUNCATED); + + if (Result == FMOD_OK) + { + return FString(UTF8_TO_TCHAR(RawBuffer.GetData())); + } + else + { + return FString(); + } +} + +inline FString LookupNameFromGuid(FMOD::Studio::System *StudioSystem, const FGuid &Guid) +{ + return LookupNameFromGuid(StudioSystem, ConvertGuid(Guid)); +} + +inline FString ParameterTypeToString(FMOD_STUDIO_PARAMETER_TYPE Type) +{ + switch (Type) + { + case FMOD_STUDIO_PARAMETER_GAME_CONTROLLED: + return FString("Game Controlled"); + case FMOD_STUDIO_PARAMETER_AUTOMATIC_DISTANCE: + return FString("Distance (Auto)"); + case FMOD_STUDIO_PARAMETER_AUTOMATIC_EVENT_CONE_ANGLE: + return FString("Event Cone Angle (Auto)"); + case FMOD_STUDIO_PARAMETER_AUTOMATIC_EVENT_ORIENTATION: + return FString("Event Orientation (Auto)"); + case FMOD_STUDIO_PARAMETER_AUTOMATIC_DIRECTION: + return FString("Direction (Auto)"); + case FMOD_STUDIO_PARAMETER_AUTOMATIC_ELEVATION: + return FString("Elevation (Auto)"); + case FMOD_STUDIO_PARAMETER_AUTOMATIC_LISTENER_ORIENTATION: + return FString("Listener Orientation (Auto)"); + } + + return FString(); +} +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODAmbientSoundActorFactory.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODAmbientSoundActorFactory.h new file mode 100644 index 00000000..db05e452 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODAmbientSoundActorFactory.h @@ -0,0 +1,21 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "ActorFactories/ActorFactory.h" +#include "FMODAmbientSoundActorFactory.generated.h" + +/** FMOD Ambient Sound Actor Factory. +*/ +UCLASS(MinimalAPI, config = Editor, collapsecategories, hidecategories = Object) +class UFMODAmbientSoundActorFactory : public UActorFactory +{ + GENERATED_UCLASS_BODY() + + // Begin UActorFactory Interface + virtual void PostSpawnActor(UObject *Asset, AActor *NewActor) override; + virtual void PostCreateBlueprint(UObject *Asset, AActor *CDO) override; + virtual bool CanCreateActorFrom(const FAssetData &AssetData, FText &OutErrorMsg) override; + virtual UObject *GetAssetFromActorInstance(AActor *ActorInstance) override; + // End UActorFactory Interface +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODAssetBuilder.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODAssetBuilder.h new file mode 100644 index 00000000..6711591d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODAssetBuilder.h @@ -0,0 +1,56 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. + +#pragma once + +#include "CoreMinimal.h" + +namespace FMOD +{ +namespace Studio +{ +class System; +} +} // namespace FMOD + +class UFMODAsset; +class UFMODBankLookup; +class UFMODSettings; + +class FFMODAssetBuilder +{ +public: + ~FFMODAssetBuilder(); + + /** Create studio system for asset building */ + void Create(); + + /** Process FMOD banks into UE4 assets */ + void ProcessBanks(); + + /** Path of strings bank */ + FString GetMasterStringsBankPath(); + +private: + struct AssetCreateInfo + { + UClass *Class; + FGuid Guid; + FString StudioPath; + FString AssetName; + FString PackagePath; + FString Path; + }; + + void BuildBankLookup(const FString &AssetName, const FString &PackagePath, const UFMODSettings &InSettings, TArray& AssetsToSave); + void BuildAssets(const UFMODSettings &InSettings, const FString &AssetLookupName, const FString &AssetLookupPath, TArray& AssetsToSave, + TArray& AssetsToDelete); + + FString GetAssetClassName(UClass *AssetClass); + bool MakeAssetCreateInfo(const FGuid &AssetGuid, const FString &StudioPath, AssetCreateInfo *CreateInfo); + UFMODAsset *CreateAsset(const AssetCreateInfo& CreateInfo, TArray& AssetsToSave); + void SaveAssets(TArray& AssetsToSave); + void DeleteAssets(TArray& AssetsToDelete); + + FMOD::Studio::System *StudioSystem{}; + UFMODBankLookup *BankLookup{}; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODGenerateAssetsCommandlet.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODGenerateAssetsCommandlet.h new file mode 100644 index 00000000..9c197171 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Classes/FMODGenerateAssetsCommandlet.h @@ -0,0 +1,20 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. + +#pragma once + +#include "CoreMinimal.h" +#include "Commandlets/Commandlet.h" +#include "FMODGenerateAssetsCommandlet.generated.h" + +/** + * + */ +UCLASS() +class UFMODGenerateAssetsCommandlet : public UCommandlet +{ + GENERATED_UCLASS_BODY() + + //~ Begin UCommandlet Interface + virtual int32 Main(const FString &Params) override; + //~ End UCommandlet Interface +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/FMODStudioEditor.Build.cs b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/FMODStudioEditor.Build.cs new file mode 100644 index 00000000..02a14931 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/FMODStudioEditor.Build.cs @@ -0,0 +1,65 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. +using System.IO; + +namespace UnrealBuildTool.Rules +{ + public class FMODStudioEditor : ModuleRules + { + #if WITH_FORWARDED_MODULE_RULES_CTOR + public FMODStudioEditor(ReadOnlyTargetRules Target) : base(Target) + #else + public FMODStudioEditor(TargetInfo Target) + #endif + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + PrivatePCHHeaderFile = "Private/FMODStudioEditorPrivatePCH.h"; + + bUseUnity = false; + + PrivateIncludePaths.AddRange( + new string[] { + "FMODStudio/Private", + "FMODStudio/Public/FMOD", + Path.Combine(ModuleDirectory, "Classes") + } + ); + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "DeveloperToolSettings", + "Engine", + "FMODStudio", + "InputCore", + "UnrealEd", + "Sequencer" + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "AssetRegistry", + "AssetTools", + "EditorStyle", + "LevelEditor", + "LevelSequence", + "MainFrame", + "MovieScene", + "MovieSceneTracks", + "MovieSceneTools", + "PropertyEditor", + "Settings", + "Slate", + "SlateCore", + "Sockets", + "SourceControl", + "ToolMenus", + "WorkspaceMenuStructure", + } + ); + } + } +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/AssetTypeActions_FMODEvent.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/AssetTypeActions_FMODEvent.cpp new file mode 100644 index 00000000..5377d1d9 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/AssetTypeActions_FMODEvent.cpp @@ -0,0 +1,146 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "AssetTypeActions_FMODEvent.h" +#include "AssetTypeActions_Base.h" +#include "FMODEventEditor.h" +#include "FMODEvent.h" +#include "FMODUtils.h" +#include "FMODStudioModule.h" +#include "FMODStudioEditorModule.h" +#include "Editor.h" +#include "Framework/MultiBox/MultiBoxBuilder.h" +#include "Editor/EditorStyle/Public/EditorStyleSet.h" + +#define LOCTEXT_NAMESPACE "AssetTypeActions" + +FAssetTypeActions_FMODEvent::FAssetTypeActions_FMODEvent() + : CurrentPreviewEventInstance(nullptr) +{ + BeginPIEDelegateHandle = FEditorDelegates::BeginPIE.AddRaw(this, &FAssetTypeActions_FMODEvent::HandleBeginPIE); + IFMODStudioEditorModule::Get().BanksReloadedEvent().AddRaw(this, &FAssetTypeActions_FMODEvent::HandleBanksReloaded); +} + +FAssetTypeActions_FMODEvent::~FAssetTypeActions_FMODEvent() +{ + if (GIsRunning) + { + FEditorDelegates::BeginPIE.Remove(BeginPIEDelegateHandle); + IFMODStudioEditorModule::Get().BanksReloadedEvent().RemoveAll(this); + IFMODStudioModule::Get().StopAuditioningInstance(); + } +} + +UClass *FAssetTypeActions_FMODEvent::GetSupportedClass() const +{ + return UFMODEvent::StaticClass(); +} + +void FAssetTypeActions_FMODEvent::GetActions(const TArray &InObjects, FMenuBuilder &MenuBuilder) +{ + auto Events = GetTypedWeakObjectPtrs(InObjects); + + MenuBuilder.AddMenuEntry(LOCTEXT("FMODEvent_Play", "Play"), LOCTEXT("FMODEvent_PlayTooltip", "Plays the selected FMOD event."), + FSlateIcon(FAppStyle::GetAppStyleSetName(), "MediaAsset.AssetActions.Play"), + FUIAction(FExecuteAction::CreateSP(this, &FAssetTypeActions_FMODEvent::ExecutePlay, Events), + FCanExecuteAction::CreateSP(this, &FAssetTypeActions_FMODEvent::CanExecutePlayCommand, Events))); + + MenuBuilder.AddMenuEntry(LOCTEXT("FMODEvent_Stop", "Stop"), LOCTEXT("FMODEvent_StopTooltip", "Stops the currently playing FMOD event."), + FSlateIcon(FAppStyle::GetAppStyleSetName(), "MediaAsset.AssetActions.Stop"), + FUIAction(FExecuteAction::CreateSP(this, &FAssetTypeActions_FMODEvent::ExecuteStop, Events), FCanExecuteAction())); +} + +void FAssetTypeActions_FMODEvent::OpenAssetEditor(const TArray &InObjects, TSharedPtr EditWithinLevelEditor) +{ + EToolkitMode::Type Mode = EditWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone; + + for (auto ObjIt = InObjects.CreateConstIterator(); ObjIt; ++ObjIt) + { + auto Event = Cast(*ObjIt); + if (IsValid(Event)) + { + TSharedRef NewFMODEventEditor(new FFMODEventEditor()); + NewFMODEventEditor->InitFMODEventEditor(Mode, EditWithinLevelEditor, Event); + } + } +} + +bool FAssetTypeActions_FMODEvent::CanExecutePlayCommand(TArray> Objects) const +{ + return Objects.Num() == 1; +} + +bool FAssetTypeActions_FMODEvent::AssetsActivatedOverride(const TArray &InObjects, EAssetTypeActivationMethod::Type ActivationType) +{ + if (ActivationType == EAssetTypeActivationMethod::Previewed) + { + for (auto ObjIt = InObjects.CreateConstIterator(); ObjIt; ++ObjIt) + { + UFMODEvent *Event = Cast(*ObjIt); + if (IsValid(Event)) + { + // Only play the first valid event + PlayEvent(Event); + break; + } + } + return true; + } + return false; +} + +void FAssetTypeActions_FMODEvent::ExecuteEdit(TArray> Objects) +{ + for (auto ObjIt = Objects.CreateConstIterator(); ObjIt; ++ObjIt) + { + auto Object = (*ObjIt).Get(); + if (IsValid(Object)) + { + GEditor->GetEditorSubsystem()->OpenEditorForAsset(Object); + } + } +} + +void FAssetTypeActions_FMODEvent::ExecutePlay(TArray> Objects) +{ + for (auto ObjIt = Objects.CreateConstIterator(); ObjIt; ++ObjIt) + { + UFMODEvent *Event = (*ObjIt).Get(); + if (IsValid(Event)) + { + // Only play the first valid event + PlayEvent(Event); + break; + } + } +} + +void FAssetTypeActions_FMODEvent::ExecuteStop(TArray> Objects) +{ + IFMODStudioModule::Get().StopAuditioningInstance(); +} + +void FAssetTypeActions_FMODEvent::PlayEvent(UFMODEvent *Event) +{ + if (IsValid(Event)) + { + CurrentPreviewEventInstance = IFMODStudioModule::Get().CreateAuditioningInstance(Event); + if (CurrentPreviewEventInstance != nullptr) + { + CurrentPreviewEventInstance->start(); + } + } +} + +void FAssetTypeActions_FMODEvent::HandleBeginPIE(bool bSimulating) +{ + // Studio module will handle its own auditioning, just clear the handle + CurrentPreviewEventInstance = nullptr; +} + +void FAssetTypeActions_FMODEvent::HandleBanksReloaded() +{ + // Studio module will handle its own auditioning, just clear the handle + CurrentPreviewEventInstance = nullptr; +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/AssetTypeActions_FMODEvent.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/AssetTypeActions_FMODEvent.h new file mode 100644 index 00000000..6318335b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/AssetTypeActions_FMODEvent.h @@ -0,0 +1,56 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "AssetTypeActions_Base.h" + +namespace FMOD +{ +namespace Studio +{ +class EventInstance; +} +} + +class UFMODEvent; + +class FAssetTypeActions_FMODEvent : public FAssetTypeActions_Base +{ +public: + FAssetTypeActions_FMODEvent(); + ~FAssetTypeActions_FMODEvent(); + + // IAssetTypeActions Implementation + virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_FMODEvent", "FMOD Event"); } + virtual FColor GetTypeColor() const override { return FColor(0, 175, 255); } + virtual UClass *GetSupportedClass() const override; + virtual bool HasActions(const TArray &InObjects) const override { return true; } + virtual void GetActions(const TArray &InObjects, FMenuBuilder &MenuBuilder) override; + virtual bool AssetsActivatedOverride(const TArray &InObjects, EAssetTypeActivationMethod::Type ActivationType) override; + virtual void OpenAssetEditor( + const TArray &InObjects, TSharedPtr EditWithinLevelEditor = TSharedPtr()) override; + virtual bool CanFilter() override { return false; } + virtual uint32 GetCategories() override { return EAssetTypeCategories::Sounds; } + +private: + /** Returns true if only one event is selected to play */ + bool CanExecutePlayCommand(TArray> Objects) const; + + /** Handler for when Edit is selected */ + void ExecuteEdit(TArray> Objects); + + /** Handler for when Play is selected */ + void ExecutePlay(TArray> Objects); + + /** Handler for when Stop is selected */ + void ExecuteStop(TArray> Objects); + + /** Plays the event */ + void PlayEvent(UFMODEvent *Event); + + void HandleBeginPIE(bool bSimulating); + void HandleBanksReloaded(); + + FMOD::Studio::EventInstance *CurrentPreviewEventInstance; + FDelegateHandle BeginPIEDelegateHandle; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAmbientSoundActorFactory.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAmbientSoundActorFactory.cpp new file mode 100644 index 00000000..48912e7d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAmbientSoundActorFactory.cpp @@ -0,0 +1,67 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAmbientSoundActorFactory.h" +#include "FMODStudioEditorPrivatePCH.h" +#include "FMODAmbientSound.h" +#include "FMODEvent.h" +#include "AssetRegistry/AssetData.h" +#include "Editor/EditorEngine.h" + +UFMODAmbientSoundActorFactory::UFMODAmbientSoundActorFactory(const FObjectInitializer &ObjectInitializer) + : Super(ObjectInitializer) +{ + DisplayName = NSLOCTEXT("FMOD", "FMODAmbientSoundDisplayName", "FMOD Ambient Sound"); + NewActorClass = AFMODAmbientSound::StaticClass(); +} + +bool UFMODAmbientSoundActorFactory::CanCreateActorFrom(const FAssetData &AssetData, FText &OutErrorMsg) +{ + //We allow creating AAmbientSounds without an existing sound asset + if (UActorFactory::CanCreateActorFrom(AssetData, OutErrorMsg)) + { + return true; + } + + if (AssetData.IsValid() && !AssetData.GetClass()->IsChildOf(UFMODEvent::StaticClass())) + { + OutErrorMsg = NSLOCTEXT("FMOD", "CanCreateActorFrom_NoFMODEventAsset", "A valid FMOD Event asset must be specified."); + return false; + } + + return true; +} + +void UFMODAmbientSoundActorFactory::PostSpawnActor(UObject *Asset, AActor *NewActor) +{ + UFMODEvent *Event = Cast(Asset); + + if (Event != NULL) + { + AFMODAmbientSound *NewSound = CastChecked(NewActor); + FActorLabelUtilities::SetActorLabelUnique(NewSound, Event->GetName()); + NewSound->AudioComponent->Event = Event; + } +} + +UObject *UFMODAmbientSoundActorFactory::GetAssetFromActorInstance(AActor *Instance) +{ + check(Instance->IsA(NewActorClass)); + AFMODAmbientSound *SoundActor = CastChecked(Instance); + + check(SoundActor->AudioComponent); + return SoundActor->AudioComponent->Event; +} + +void UFMODAmbientSoundActorFactory::PostCreateBlueprint(UObject *Asset, AActor *CDO) +{ + if (Asset != NULL && CDO != NULL) + { + UFMODEvent *Event = Cast(Asset); + + if (Event != NULL) + { + AFMODAmbientSound *NewSound = CastChecked(CDO); + NewSound->AudioComponent->Event = Event; + } + } +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAssetBroker.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAssetBroker.h new file mode 100644 index 00000000..ed66c670 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAssetBroker.h @@ -0,0 +1,39 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "ComponentAssetBroker.h" +#include "FMODEvent.h" + +////////////////////////////////////////////////////////////////////////// +// FFMODAssetBroker + +class FFMODAssetBroker : public IComponentAssetBroker +{ +public: + UClass *GetSupportedAssetClass() override { return UFMODEvent::StaticClass(); } + + virtual bool AssignAssetToComponent(UActorComponent *InComponent, UObject *InAsset) override + { + if (UFMODAudioComponent *AudioComp = Cast(InComponent)) + { + UFMODEvent *Event = Cast(InAsset); + + if ((Event != NULL) || (InAsset == NULL)) + { + AudioComp->Event = Event; + return true; + } + } + return false; + } + + virtual UObject *GetAssetFromComponent(UActorComponent *InComponent) override + { + if (UFMODAudioComponent *AudioComp = Cast(InComponent)) + { + return AudioComp->Event; + } + return NULL; + } +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAssetBuilder.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAssetBuilder.cpp new file mode 100644 index 00000000..fa2ed716 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAssetBuilder.cpp @@ -0,0 +1,682 @@ +#include "FMODAssetBuilder.h" + +#include "AssetRegistry/AssetRegistryModule.h" +#include "FMODAssetLookup.h" +#include "FMODAssetTable.h" +#include "FMODBank.h" +#include "FMODBankLookup.h" +#include "FMODBus.h" +#include "FMODEvent.h" +#include "FMODSettings.h" +#include "FMODSnapshot.h" +#include "FMODSnapshotReverb.h" +#include "FMODPort.h" +#include "FMODUtils.h" +#include "FMODVCA.h" +#include "FileHelpers.h" +#include "ObjectTools.h" +#include "SourceControlHelpers.h" +#include "HAL/FileManager.h" +#include "Misc/MessageDialog.h" + +#include "fmod_studio.hpp" + +#define LOCTEXT_NAMESPACE "FMODAssetBuilder" + +FFMODAssetBuilder::~FFMODAssetBuilder() +{ + if (StudioSystem) + { + StudioSystem->release(); + } +} + +void FFMODAssetBuilder::Create() +{ + verifyfmod(FMOD::Studio::System::create(&StudioSystem)); + FMOD::System *lowLevelSystem = nullptr; + verifyfmod(StudioSystem->getCoreSystem(&lowLevelSystem)); + verifyfmod(lowLevelSystem->setOutput(FMOD_OUTPUTTYPE_NOSOUND_NRT)); + verifyfmod(StudioSystem->initialize(1, FMOD_STUDIO_INIT_ALLOW_MISSING_PLUGINS | FMOD_STUDIO_INIT_SYNCHRONOUS_UPDATE, FMOD_INIT_MIX_FROM_UPDATE, + nullptr)); +} + +void FFMODAssetBuilder::ProcessBanks() +{ + TArray AssetsToSave; + TArray AssetsToDelete; + const UFMODSettings& Settings = *GetDefault(); + FString PackagePath = Settings.GetFullContentPath() / FFMODAssetTable::PrivateDataPath(); + BuildBankLookup(FFMODAssetTable::BankLookupName(), PackagePath, Settings, AssetsToSave); + BuildAssets(Settings, FFMODAssetTable::AssetLookupName(), PackagePath, AssetsToSave, AssetsToDelete); + SaveAssets(AssetsToSave); + DeleteAssets(AssetsToDelete); +} + +FString FFMODAssetBuilder::GetMasterStringsBankPath() +{ + return BankLookup ? BankLookup->MasterStringsBankPath : FString(); +} + +void FFMODAssetBuilder::BuildAssets(const UFMODSettings& InSettings, const FString &AssetLookupName, const FString &AssetLookupPath, + TArray& AssetsToSave, TArray& AssetsToDelete) +{ + if (!BankLookup->MasterStringsBankPath.IsEmpty()) + { + FString StringPath = InSettings.GetFullBankPath() / BankLookup->MasterStringsBankPath; + + UE_LOG(LogFMOD, Log, TEXT("Loading strings bank: %s"), *StringPath); + + FMOD::Studio::Bank *StudioStringBank; + FMOD_RESULT StringResult = StudioSystem->loadBankFile(TCHAR_TO_UTF8(*StringPath), FMOD_STUDIO_LOAD_BANK_NORMAL, &StudioStringBank); + + if (StringResult == FMOD_OK) + { + TArray RawBuffer; + RawBuffer.SetNum(256); // Initial capacity + + int Count = 0; + verifyfmod(StudioStringBank->getStringCount(&Count)); + + // Enumerate all of the names in the strings bank and gather the information required to create the UE4 assets for each object + TArray AssetCreateInfos; + AssetCreateInfos.Reserve(Count); + + for (int StringIdx = 0; StringIdx < Count; ++StringIdx) + { + FMOD::Studio::ID Guid = { 0 }; + + while (true) + { + int ActualSize = 0; + FMOD_RESULT Result = StudioStringBank->getStringInfo(StringIdx, &Guid, RawBuffer.GetData(), RawBuffer.Num(), &ActualSize); + + if (Result == FMOD_ERR_TRUNCATED) + { + RawBuffer.SetNum(ActualSize); + } + else + { + verifyfmod(Result); + break; + } + } + + FString AssetName(UTF8_TO_TCHAR(RawBuffer.GetData())); + FGuid AssetGuid = FMODUtils::ConvertGuid(Guid); + + if (!AssetName.IsEmpty()) + { + AssetCreateInfo CreateInfo = {}; + + if (MakeAssetCreateInfo(AssetGuid, AssetName, &CreateInfo)) + { + AssetCreateInfos.Add(CreateInfo); + } + } + } + + verifyfmod(StudioStringBank->unload()); + verifyfmod(StudioSystem->update()); + + // Load or create asset lookup + FString AssetLookupPackageName = AssetLookupPath + AssetLookupName; + UPackage *AssetLookupPackage = CreatePackage(*AssetLookupPackageName); + AssetLookupPackage->FullyLoad(); + + bool bAssetLookupCreated = false; + bool bAssetLookupModified = false; + + UDataTable *AssetLookup = FindObject(AssetLookupPackage, *AssetLookupName, true); + + if (!AssetLookup) + { + AssetLookup = NewObject(AssetLookupPackage, *AssetLookupName, RF_Public | RF_Standalone | RF_MarkAsRootSet); + AssetLookup->RowStruct = FFMODAssetLookupRow::StaticStruct(); + bAssetLookupCreated = true; + } + + // Create a list of existing assets in the lookup - we'll use this to delete stale assets + TMap StaleAssets{}; + AssetLookup->ForeachRow(FString(), [&StaleAssets](const FName& Key, const FFMODAssetLookupRow& Value) { + StaleAssets.Add(Key, Value); + }); + + for (const AssetCreateInfo &CreateInfo : AssetCreateInfos) + { + UFMODAsset *Asset = CreateAsset(CreateInfo, AssetsToSave); + + if (Asset) + { + UPackage *AssetPackage = Asset->GetPackage(); + FString AssetPackageName = AssetPackage->GetPathName(); + FString AssetName = Asset->GetPathName(AssetPackage); + FName LookupRowName = FName(*CreateInfo.StudioPath); + FFMODAssetLookupRow* LookupRow = AssetLookup->FindRow(LookupRowName, FString(), false); + + if (LookupRow) + { + if (LookupRow->PackageName != AssetPackageName || LookupRow->AssetName != AssetName) + { + LookupRow->PackageName = AssetPackageName; + LookupRow->AssetName = AssetName; + bAssetLookupModified = true; + } + } + else + { + FFMODAssetLookupRow NewRow{}; + NewRow.PackageName = AssetPackageName; + NewRow.AssetName = AssetName; + AssetLookup->AddRow(LookupRowName, NewRow); + bAssetLookupModified = true; + } + + StaleAssets.Remove(LookupRowName); + } + } + + // Delete stale assets + if (StaleAssets.Num() > 0) + { + for (auto& Entry : StaleAssets) + { + UPackage *Package = CreatePackage(*Entry.Value.PackageName); + Package->FullyLoad(); + UFMODAsset *Asset = Package ? FindObject(Package, *Entry.Value.AssetName) : nullptr; + + if (Asset) + { + UE_LOG(LogFMOD, Log, TEXT("Deleting stale asset %s/%s."), *Entry.Value.PackageName, *Entry.Value.AssetName); + AssetsToDelete.Add(Asset); + } + + AssetLookup->RemoveRow(Entry.Key); + } + + bAssetLookupModified = true; + } + + if (bAssetLookupCreated || bAssetLookupModified) + { + AssetsToSave.Add(AssetLookup); + } + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Failed to load strings bank: %s"), *StringPath); + } + } +} + +void FFMODAssetBuilder::BuildBankLookup(const FString &AssetName, const FString &PackagePath, const UFMODSettings &InSettings, + TArray& AssetsToSave) +{ + FString PackageName = PackagePath + AssetName; + UPackage *Package = CreatePackage(*PackageName); + Package->FullyLoad(); + + bool bCreated = false; + bool bModified = false; + + BankLookup = FindObject(Package, *AssetName, true); + + if (!BankLookup) + { + BankLookup = NewObject(Package, *AssetName, RF_Public | RF_Standalone | RF_MarkAsRootSet); + BankLookup->DataTable = NewObject(BankLookup, "DataTable", RF_NoFlags); + BankLookup->DataTable->RowStruct = FFMODLocalizedBankTable::StaticStruct(); + bCreated = true; + } + + // Get a list of all bank GUIDs already in the lookup - this will be used to remove stale GUIDs after processing + // the current banks on disk. + TArray StaleBanks(BankLookup->DataTable->GetRowNames()); + + // Process all banks on disk + TArray BankPaths; + FString SearchDir = InSettings.GetFullBankPath(); + IFileManager::Get().FindFilesRecursive(BankPaths, *SearchDir, TEXT("*.bank"), true, false, false); + + if (BankPaths.Num() <= 0) + { + return; + } + + TArray LocalizedEntriesVisited; + + for (FString BankPath : BankPaths) + { + FMOD::Studio::Bank* Bank; + FMOD_GUID BankID; + + FMOD_RESULT result = StudioSystem->loadBankFile(TCHAR_TO_UTF8(*BankPath), FMOD_STUDIO_LOAD_BANK_NORMAL, &Bank); + if (result == FMOD_OK) + { + result = Bank->getID(&BankID); + Bank->unload(); + } + if (result != FMOD_OK) + { + UE_LOG(LogFMOD, Error, TEXT("Failed to add bank %s to lookup."), *BankPath); + continue; + } + + FString GUID = FMODUtils::ConvertGuid(BankID).ToString(EGuidFormats::DigitsWithHyphensInBraces); + FName OuterRowName(*GUID); + + FFMODLocalizedBankTable* Row = BankLookup->DataTable->FindRow(OuterRowName, nullptr, false); + if (Row) + { + StaleBanks.RemoveSingle(OuterRowName); + } + else + { + FFMODLocalizedBankTable NewRow{}; + NewRow.Banks = NewObject(BankLookup->DataTable, *BankPath, RF_NoFlags); + NewRow.Banks->RowStruct = FFMODLocalizedBankRow::StaticStruct(); + BankLookup->DataTable->AddRow(OuterRowName, NewRow); + Row = BankLookup->DataTable->FindRow(OuterRowName, nullptr, false); + bModified = true; + } + + // Set InnerRowName to either "" or a locale code based on the BankPath e.g. "JP" + FName InnerRowName(""); + for (const FFMODProjectLocale& Locale : InSettings.Locales) + { + // Remove all expected extensions from end of filename before checking for locale code. + // Note, we may encounter multiple extensions e.g. "Dialogue.assets.bank" + const FString BankExtensions[] = { TEXT(".assets"), TEXT(".streams"), TEXT(".strings") }; + FString Filename = FPaths::GetCleanFilename(BankPath); + Filename.RemoveFromEnd(TEXT(".bank")); + for (const FString& extension : BankExtensions) + { + Filename.RemoveFromEnd(extension); + } + + if (Filename.EndsWith(FString("_") + Locale.LocaleCode)) + { + InnerRowName = FName(*Locale.LocaleCode); + break; + } + } + + // See if we've visited this OuterRowName + InnerRowName already and skip it if so. This is mainly to + // avoid setting "" multiple times (and causing BankLookup to be modified) when no + // locales are set up in Unreal. + FString LocalizedEntryKey = OuterRowName.ToString() + InnerRowName.ToString(); + if (LocalizedEntriesVisited.Find(LocalizedEntryKey) != INDEX_NONE) + { + UE_LOG(LogFMOD, Warning, TEXT("Ignoring bank %s as another bank with the same GUID is already being used.\n" + "Bank %s does not match any locales in the FMOD Studio plugin settings."), *BankPath, *BankPath); + continue; + } + LocalizedEntriesVisited.Add(LocalizedEntryKey); + + FFMODLocalizedBankRow* InnerRow = Row->Banks->FindRow(InnerRowName, nullptr, false); + FString RelativeBankPath = BankPath.RightChop(InSettings.GetFullBankPath().Len() + 1); + + if (InnerRow) + { + if (InnerRow->Path != RelativeBankPath) + { + InnerRow->Path = RelativeBankPath; + bModified = true; + } + } + else + { + FFMODLocalizedBankRow NewRow{}; + NewRow.Path = RelativeBankPath; + Row->Banks->AddRow(InnerRowName, NewRow); + bModified = true; + } + + FString CurFilename = FPaths::GetCleanFilename(BankPath); + + if (CurFilename == InSettings.GetMasterBankFilename() && BankLookup->MasterBankPath != RelativeBankPath) + { + BankLookup->MasterBankPath = RelativeBankPath; + bModified = true; + } + else if (CurFilename == InSettings.GetMasterStringsBankFilename() && BankLookup->MasterStringsBankPath != RelativeBankPath) + { + BankLookup->MasterStringsBankPath = RelativeBankPath; + bModified = true; + } + else if (CurFilename == InSettings.GetMasterAssetsBankFilename() && BankLookup->MasterAssetsBankPath != RelativeBankPath) + { + BankLookup->MasterAssetsBankPath = RelativeBankPath; + bModified = true; + } + } + + StudioSystem->flushCommands(); + + // Remove stale banks from lookup + if (StaleBanks.Num() > 0) + { + for (const auto& RowName : StaleBanks) + { + BankLookup->DataTable->RemoveRow(RowName); + } + + bModified = true; + } + + // Remove stale localized bank entries from lookup + for (auto& outer : BankLookup->DataTable->GetRowMap()) + { + FName outerrowname = outer.Key; + FFMODLocalizedBankTable* outerrow = reinterpret_cast(outer.Value); + TArray RowsToRemove; + for (auto& inner : outerrow->Banks->GetRowMap()) + { + FName innerrowname = inner.Key; + FFMODLocalizedBankRow* innerrow = reinterpret_cast(inner.Value); + FString LocalizedEntryKey = outerrowname.ToString() + innerrowname.ToString(); + if (LocalizedEntriesVisited.Find(LocalizedEntryKey) == INDEX_NONE) + { + RowsToRemove.Add(innerrowname); + } + } + for (auto& rowname : RowsToRemove) + { + outerrow->Banks->RemoveRow(rowname); + bModified = true; + } + } + + if (bCreated) + { + UE_LOG(LogFMOD, Log, TEXT("BankLookup created.\n")); + FAssetRegistryModule::AssetCreated(BankLookup); + } + + if (bCreated || bModified) + { + UE_LOG(LogFMOD, Log, TEXT("BankLookup modified.\n")); + AssetsToSave.Add(BankLookup); + } + + UE_LOG(LogFMOD, Log, TEXT("===== BankLookup =====\n")); + for (auto& outer : BankLookup->DataTable->GetRowMap()) + { + FName outerrowname = outer.Key; + FFMODLocalizedBankTable* outerrow = reinterpret_cast(outer.Value); + UE_LOG(LogFMOD, Log, TEXT("GUID: %s\n"), *(outerrowname.ToString())); + for (auto& inner : outerrow->Banks->GetRowMap()) + { + FName innerrowname = inner.Key; + FFMODLocalizedBankRow* innerrow = reinterpret_cast(inner.Value); + UE_LOG(LogFMOD, Log, TEXT(" Locale: %s Path: %s\n"), *(innerrowname.ToString()), *innerrow->Path); + } + } +} + +FString FFMODAssetBuilder::GetAssetClassName(UClass* AssetClass) +{ + FString ClassName(""); + + if (AssetClass == UFMODEvent::StaticClass()) + { + ClassName = TEXT("Events"); + } + else if (AssetClass == UFMODSnapshot::StaticClass()) + { + ClassName = TEXT("Snapshots"); + } + else if (AssetClass == UFMODBank::StaticClass()) + { + ClassName = TEXT("Banks"); + } + else if (AssetClass == UFMODBus::StaticClass()) + { + ClassName = TEXT("Buses"); + } + else if (AssetClass == UFMODVCA::StaticClass()) + { + ClassName = TEXT("VCAs"); + } + else if (AssetClass == UFMODSnapshotReverb::StaticClass()) + { + ClassName = TEXT("Reverbs"); + } + else if (AssetClass == UFMODPort::StaticClass()) + { + ClassName = TEXT("Ports"); + } + return ClassName; +} + +bool FFMODAssetBuilder::MakeAssetCreateInfo(const FGuid &AssetGuid, const FString &StudioPath, AssetCreateInfo *CreateInfo) +{ + CreateInfo->StudioPath = StudioPath; + CreateInfo->Guid = AssetGuid; + + FString AssetType; + FString AssetPath; + StudioPath.Split(TEXT(":"), &AssetType, &AssetPath, ESearchCase::CaseSensitive, ESearchDir::FromStart); + + if (AssetType.Equals(TEXT("event"))) + { + CreateInfo->Class = UFMODEvent::StaticClass(); + } + else if (AssetType.Equals(TEXT("snapshot"))) + { + CreateInfo->Class = UFMODSnapshot::StaticClass(); + } + else if (AssetType.Equals(TEXT("bank"))) + { + CreateInfo->Class = UFMODBank::StaticClass(); + } + else if (AssetType.Equals(TEXT("bus"))) + { + CreateInfo->Class = UFMODBus::StaticClass(); + } + else if (AssetType.Equals(TEXT("vca"))) + { + CreateInfo->Class = UFMODVCA::StaticClass(); + } + else if (AssetType.Equals(TEXT("port"))) + { + CreateInfo->Class = UFMODPort::StaticClass(); + } + else if (AssetType.Equals(TEXT("parameter"))) + { + return false; + } + else + { + UE_LOG(LogFMOD, Warning, TEXT("Unknown asset type: %s"), *AssetType); + CreateInfo->Class = UFMODAsset::StaticClass(); + } + + AssetPath.Split(TEXT("/"), &(CreateInfo->Path), &(CreateInfo->AssetName), ESearchCase::CaseSensitive, ESearchDir::FromEnd); + + if (CreateInfo->AssetName.IsEmpty() || CreateInfo->AssetName.Contains(TEXT(".strings"))) + { + return false; + } + return true; +} + +UFMODAsset *FFMODAssetBuilder::CreateAsset(const AssetCreateInfo& CreateInfo, TArray& AssetsToSave) +{ + FString SanitizedAssetName; + FText OutReason; + + if (FName::IsValidXName(CreateInfo.AssetName, INVALID_OBJECTNAME_CHARACTERS, &OutReason)) + { + SanitizedAssetName = CreateInfo.AssetName; + } + else + { + SanitizedAssetName = ObjectTools::SanitizeObjectName(CreateInfo.AssetName); + UE_LOG(LogFMOD, Log, TEXT("'%s' cannot be used as a UE4 asset name. %s. Using '%s' instead."), *CreateInfo.AssetName, + *OutReason.ToString(), *SanitizedAssetName); + } + + const UFMODSettings &Settings = *GetDefault(); + FString Folder = Settings.GetFullContentPath() / GetAssetClassName(CreateInfo.Class) + CreateInfo.Path; + FString PackagePath = FString::Printf(TEXT("%s/%s"), *Folder, *SanitizedAssetName); + FString SanitizedPackagePath; + + if (FName::IsValidXName(PackagePath, INVALID_LONGPACKAGE_CHARACTERS, &OutReason)) + { + SanitizedPackagePath = PackagePath; + } + else + { + SanitizedPackagePath = ObjectTools::SanitizeInvalidChars(PackagePath, INVALID_LONGPACKAGE_CHARACTERS); + UE_LOG(LogFMOD, Log, TEXT("'%s' cannot be used as a UE4 asset path. %s. Using '%s' instead."), *PackagePath, *OutReason.ToString(), + *SanitizedPackagePath); + } + + UPackage *Package = CreatePackage(*SanitizedPackagePath); + Package->FullyLoad(); + + UFMODAsset *Asset = FindObject(Package, *SanitizedAssetName); + bool bCreated = false; + bool bModified = false; + + if (Asset && Asset->GetClass() == CreateInfo.Class) + { + if (Asset->AssetGuid != CreateInfo.Guid) + { + UE_LOG(LogFMOD, Log, TEXT("Updating asset: %s"), *SanitizedPackagePath); + Asset->AssetGuid = CreateInfo.Guid; + bModified = true; + } + } + else + { + UE_LOG(LogFMOD, Log, TEXT("Adding asset: %s"), *SanitizedPackagePath); + Asset = NewObject(Package, CreateInfo.Class, FName(*SanitizedAssetName), RF_Standalone | RF_Public | RF_MarkAsRootSet); + Asset->AssetGuid = CreateInfo.Guid; + bCreated = true; + } + + if (bCreated) + { + FAssetRegistryModule::AssetCreated(Asset); + } + + if (bCreated || bModified) + { + AssetsToSave.Add(Asset); + } + + if (!IsValid(Asset)) + { + UE_LOG(LogFMOD, Error, TEXT("Failed to construct asset: %s"), *SanitizedPackagePath); + } + + if (CreateInfo.Class == UFMODSnapshot::StaticClass()) + { + FString OldPrefix = Settings.ContentBrowserPrefix + GetAssetClassName(Asset->GetClass()); + FString NewPrefix = Settings.ContentBrowserPrefix + GetAssetClassName(UFMODSnapshotReverb::StaticClass()); + UObject *Outer = Asset->GetOuter() ? Asset->GetOuter() : Asset; + FString ReverbPackagePath = Outer->GetPathName().Replace(*OldPrefix, *NewPrefix); + + UPackage *ReverbPackage = CreatePackage(*ReverbPackagePath); + ReverbPackage->FullyLoad(); + + UFMODSnapshotReverb *AssetReverb = FindObject(ReverbPackage, *SanitizedAssetName, true); + bCreated = false; + bModified = false; + + if (AssetReverb) + { + if (AssetReverb->AssetGuid != CreateInfo.Guid) + { + UE_LOG(LogFMOD, Log, TEXT("Updating snapshot reverb asset: %s"), *ReverbPackagePath); + AssetReverb->AssetGuid = CreateInfo.Guid; + bModified = true; + } + } + else + { + UE_LOG(LogFMOD, Log, TEXT("Constructing snapshot reverb asset: %s"), *ReverbPackagePath); + AssetReverb = NewObject(ReverbPackage, UFMODSnapshotReverb::StaticClass(), FName(*SanitizedAssetName), + RF_Standalone | RF_Public | RF_MarkAsRootSet); + AssetReverb->AssetGuid = CreateInfo.Guid; + bCreated = true; + } + + if (bCreated) + { + FAssetRegistryModule::AssetCreated(AssetReverb); + } + + if (bCreated || bModified) + { + AssetsToSave.Add(AssetReverb); + } + + if (!IsValid(AssetReverb)) + { + UE_LOG(LogFMOD, Error, TEXT("Failed to construct snapshot reverb asset: %s"), *ReverbPackagePath); + } + } + + return Asset; +} + +void FFMODAssetBuilder::SaveAssets(TArray& AssetsToSave) +{ + if (AssetsToSave.Num() == 0) + { + return; + } + + TArray PackagesToSave; + + for (auto& Asset : AssetsToSave) + { + UPackage* Package = Asset->GetPackage(); + + if (Package) + { + Package->MarkPackageDirty(); + PackagesToSave.Add(Package); + } + } + + UEditorLoadingAndSavingUtils::SavePackages(PackagesToSave, true); +} + +void FFMODAssetBuilder::DeleteAssets(TArray& AssetsToDelete) +{ + if (AssetsToDelete.Num() == 0) + { + return; + } + + TArray ObjectsToDelete; + + for (auto& Asset : AssetsToDelete) + { + ObjectsToDelete.Add(Asset); + + if (Asset->GetClass() == UFMODSnapshot::StaticClass()) + { + // Also delete the reverb asset + const UFMODSettings &Settings = *GetDefault(); + FString OldPrefix = Settings.ContentBrowserPrefix + GetAssetClassName(Asset->GetClass()); + FString NewPrefix = Settings.ContentBrowserPrefix + GetAssetClassName(UFMODSnapshotReverb::StaticClass()); + FString ReverbName = Asset->GetPathName().Replace(*OldPrefix, *NewPrefix); + UObject *Reverb = StaticFindObject(UFMODSnapshotReverb::StaticClass(), nullptr, *ReverbName); + + if (Reverb) + { + ObjectsToDelete.Add(Reverb); + } + } + } + + // Use ObjectTools to delete assets - ObjectTools::DeleteObjects handles confirmation, source control, and making read only files writables + ObjectTools::DeleteObjects(ObjectsToDelete, !IsRunningCommandlet()); +} + +#undef LOCTEXT_NAMESPACE \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentDetails.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentDetails.cpp new file mode 100644 index 00000000..88999fe6 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentDetails.cpp @@ -0,0 +1,115 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAudioComponentDetails.h" +#include "Subsystems/AssetEditorSubsystem.h" +#include "FMODAmbientSound.h" +#include "FMODStudioModule.h" +#include "FMODEvent.h" +#include "fmod_studio.hpp" +#include "Editor.h" +#include "Widgets/Input/SButton.h" +#include "Editor/PropertyEditor/Public/DetailLayoutBuilder.h" +#include "Editor/PropertyEditor/Public/DetailCategoryBuilder.h" + +#define LOCTEXT_NAMESPACE "FMODStudio" + +TSharedRef FFMODAudioComponentDetails::MakeInstance() +{ + return MakeShareable(new FFMODAudioComponentDetails); +} + +void FFMODAudioComponentDetails::CustomizeDetails(IDetailLayoutBuilder &DetailBuilder) +{ + const TArray> &SelectedObjects = DetailBuilder.GetSelectedObjects(); + + for (int32 ObjectIndex = 0; !AudioComponent.IsValid() && ObjectIndex < SelectedObjects.Num(); ++ObjectIndex) + { + const TWeakObjectPtr &CurrentObject = SelectedObjects[ObjectIndex]; + if (CurrentObject.Get()->GetClass()->IsChildOf(UFMODAudioComponent::StaticClass())) + { + AudioComponent = Cast(CurrentObject.Get()); + } + else + { + AudioComponent = Cast(CurrentObject.Get())->FindComponentByClass(); + } + } + + DetailBuilder.EditCategory(TEXT("FMODAudio")) + .AddCustomRow( + FText::GetEmpty())[SNew(SVerticalBox) + + SVerticalBox::Slot() + .Padding(0, 2.0f, 0, 0) + .FillHeight(1.0f) + .VAlign( + VAlign_Center)[SNew(SHorizontalBox) + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Left)[SNew(SButton) + .VAlign(VAlign_Center) + .OnClicked(this, &FFMODAudioComponentDetails::OnEditSoundClicked) + .Text(LOCTEXT("View Details", "Details"))] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Left)[SNew(SButton) + .VAlign(VAlign_Center) + .OnClicked(this, &FFMODAudioComponentDetails::OnPlaySoundClicked) + .Text(LOCTEXT("Play FMOD Event", "Play"))] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Left)[SNew(SButton) + .VAlign(VAlign_Center) + .OnClicked(this, &FFMODAudioComponentDetails::OnStopSoundClicked) + .Text(LOCTEXT("Stop FMOD Event", "Stop"))]]]; +} + +FReply FFMODAudioComponentDetails::OnEditSoundClicked() +{ + if (AudioComponent.IsValid()) + { + UFMODEvent *Event = AudioComponent.Get()->Event; + if (Event) + { + GEditor->GetEditorSubsystem()->OpenEditorForAsset(Event); + } + } + + return FReply::Handled(); +} + +FReply FFMODAudioComponentDetails::OnPlaySoundClicked() +{ + if (AudioComponent.IsValid()) + { + UFMODEvent *Event = AudioComponent.Get()->Event; + if (IsValid(Event)) + { + FMOD::Studio::EventInstance *Instance = IFMODStudioModule::Get().CreateAuditioningInstance(Event); + if (Instance) + { + for (auto param : AudioComponent->ParameterCache) + { + Instance->setParameterByName(TCHAR_TO_UTF8(*param.Key.ToString()), param.Value); + } + Instance->start(); + } + } + } + + return FReply::Handled(); +} + +FReply FFMODAudioComponentDetails::OnStopSoundClicked() +{ + IFMODStudioModule::Get().StopAuditioningInstance(); + + return FReply::Handled(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentDetails.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentDetails.h new file mode 100644 index 00000000..5beae5ae --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentDetails.h @@ -0,0 +1,26 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +//#include "PropertyEditing.h" +#include "PropertyCustomizationHelpers.h" +#include "IDetailCustomization.h" + +class IDetailLayoutBuilder; + +class FFMODAudioComponentDetails : public IDetailCustomization +{ +public: + /** Makes a new instance of this detail layout class for a specific detail view requesting it */ + static TSharedRef MakeInstance(); + +private: + /** IDetailCustomization interface */ + virtual void CustomizeDetails(IDetailLayoutBuilder &DetailBuilder) override; + + FReply OnEditSoundClicked(); + FReply OnPlaySoundClicked(); + FReply OnStopSoundClicked(); + + TWeakObjectPtr AudioComponent; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentVisualizer.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentVisualizer.cpp new file mode 100644 index 00000000..fd3729a3 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentVisualizer.cpp @@ -0,0 +1,54 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODAudioComponentVisualizer.h" +#include "FMODAudioComponent.h" +#include "FMODUtils.h" +#include "FMODEvent.h" +#include "fmod_studio.hpp" +#include "SceneView.h" +#include "SceneManagement.h" + +void FFMODAudioComponentVisualizer::DrawVisualization(const UActorComponent *Component, const FSceneView *View, FPrimitiveDrawInterface *PDI) +{ + if (View->Family->EngineShowFlags.AudioRadius) + { + const UFMODAudioComponent *AudioComp = Cast(Component); + if (IsValid(AudioComp) && AudioComp->Event) + { + FMOD::Studio::EventDescription *EventDesc = + IFMODStudioModule::Get().GetEventDescription(AudioComp->Event, EFMODSystemContext::Auditioning); + if (EventDesc != nullptr) + { + bool bIs3D = false; + EventDesc->is3D(&bIs3D); + if (bIs3D) + { + const FColor AudioOuterRadiusColor(255, 153, 0); + const FColor AudioInnerRadiusColor(216, 130, 0); + + const FTransform &Transform = AudioComp->GetComponentTransform(); + + float MinDistance = 0.0f; + float MaxDistance = 0.0f; + if (AudioComp->AttenuationDetails.bOverrideAttenuation) + { + MinDistance = AudioComp->AttenuationDetails.MinimumDistance; + MaxDistance = AudioComp->AttenuationDetails.MaximumDistance; + } + else + { + EventDesc->getMinMaxDistance(&MinDistance, &MaxDistance); + } + MinDistance = FMODUtils::DistanceToUEScale(MinDistance); + MaxDistance = FMODUtils::DistanceToUEScale(MaxDistance); + + DrawWireSphereAutoSides(PDI, Transform.GetTranslation(), AudioOuterRadiusColor, MinDistance, SDPG_World); + if (MaxDistance != MinDistance) + { + DrawWireSphereAutoSides(PDI, Transform.GetTranslation(), AudioInnerRadiusColor, MaxDistance, SDPG_World); + } + } + } + } + } +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentVisualizer.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentVisualizer.h new file mode 100644 index 00000000..d59f6805 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODAudioComponentVisualizer.h @@ -0,0 +1,13 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "ComponentVisualizer.h" + +class FFMODAudioComponentVisualizer : public FComponentVisualizer +{ +public: + // Begin FComponentVisualizer interface + virtual void DrawVisualization(const UActorComponent *Component, const FSceneView *View, FPrimitiveDrawInterface *PDI) override; + // End FComponentVisualizer interface +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODBankUpdateNotifier.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODBankUpdateNotifier.cpp new file mode 100644 index 00000000..61955c1e --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODBankUpdateNotifier.cpp @@ -0,0 +1,96 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODBankUpdateNotifier.h" +#include "FMODSettings.h" +#include "HAL/FileManager.h" + +#include "FMODStudioEditorPrivatePCH.h" + +FFMODBankUpdateNotifier::FFMODBankUpdateNotifier() + : bUpdateEnabled(true) + , NextRefreshTime(FDateTime::MinValue()) + , FileTime(FDateTime::MinValue()) + , Countdown(0.0f) +{ +} + +void FFMODBankUpdateNotifier::SetFilePath(const FString &InPath) +{ + FilePath = InPath; + NextRefreshTime = FDateTime::MinValue(); + FileTime = MostRecentFileTime(); +} + +void FFMODBankUpdateNotifier::Update(float DeltaTime) +{ + if (bUpdateEnabled) + { + FDateTime CurTime = FDateTime::UtcNow(); + + if (CurTime >= NextRefreshTime) + { + Refresh(); + NextRefreshTime = CurTime + FTimespan(0, 0, 1); + } + + if (Countdown > 0.0f) + { + Countdown -= DeltaTime; + + if (Countdown <= 0.0f) + { + BanksUpdatedEvent.Broadcast(); + } + } + } +} + +void FFMODBankUpdateNotifier::EnableUpdate(bool bEnable) +{ + bUpdateEnabled = bEnable; + + if (bEnable) + { + // Refreshing right after update is enabled is not desirable + NextRefreshTime = FDateTime::UtcNow() + FTimespan(0, 0, 1); + + // Cancel any pending countdown + Countdown = 0.0f; + } +} + +void FFMODBankUpdateNotifier::Refresh() +{ + if (!FilePath.IsEmpty()) + { + FDateTime NewFileTime = MostRecentFileTime(); + + if (NewFileTime != FileTime) + { + const UFMODSettings &Settings = *GetDefault(); + Countdown = (float)Settings.ReloadBanksDelay; + FileTime = NewFileTime; + } + } +} + +FDateTime FFMODBankUpdateNotifier::MostRecentFileTime() +{ + // Get the most recent modified timestamp of all the bank files in the directory we are watching. + FDateTime MostRecent = FDateTime::MinValue(); + + TArray BankPaths; + IFileManager::Get().FindFilesRecursive(BankPaths, *FilePath, TEXT("*.bank"), true, false, false); + + for (const auto& Path : BankPaths) + { + FDateTime ModifiedTime = IFileManager::Get().GetTimeStamp(*Path); + + if (ModifiedTime > MostRecent) + { + MostRecent = ModifiedTime; + } + } + + return MostRecent; +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODBankUpdateNotifier.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODBankUpdateNotifier.h new file mode 100644 index 00000000..6b86aaec --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODBankUpdateNotifier.h @@ -0,0 +1,30 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "Containers/UnrealString.h" +#include "Misc/DateTime.h" +#include "Delegates/Delegate.h" + +class FFMODBankUpdateNotifier +{ +public: + FFMODBankUpdateNotifier(); + + void SetFilePath(const FString &InPath); + void Update(float DeltaTime); + + void EnableUpdate(bool bEnable); + + FSimpleMulticastDelegate BanksUpdatedEvent; + +private: + void Refresh(); + FDateTime MostRecentFileTime(); + + bool bUpdateEnabled; + FString FilePath; + FDateTime NextRefreshTime; + FDateTime FileTime; + float Countdown; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODEventEditor.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODEventEditor.cpp new file mode 100644 index 00000000..eda21682 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODEventEditor.cpp @@ -0,0 +1,189 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventEditor.h" +#include "FMODEvent.h" +#include "FMODStudioEditorModule.h" +#include "FMODStudioModule.h" +#include "FMODUtils.h" +#include "SFMODEventEditorPanel.h" +#include "Widgets/Docking/SDockTab.h" +#include "fmod_studio.hpp" +#include "Editor.h" + +#define LOCTEXT_NAMESPACE "FMODEventEditor" + +DEFINE_LOG_CATEGORY_STATIC(LogFMODEventEditor, Log, All); + +const FName FFMODEventEditor::EventEditorTabId(TEXT("FFMODEventEditor_EventView")); +const FName FFMODEventEditor::FMODEventEditorAppIdentifier(TEXT("FMODEventEditorApp")); + +void FFMODEventEditor::RegisterTabSpawners(const TSharedRef &NewTabManager) +{ + WorkspaceMenuCategory = NewTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_FMODEventEditor", "FMOD Event Editor")); + auto WorkspaceMenuCategoryRef = WorkspaceMenuCategory.ToSharedRef(); + + FAssetEditorToolkit::RegisterTabSpawners(NewTabManager); + + NewTabManager->RegisterTabSpawner(EventEditorTabId, FOnSpawnTab::CreateSP(this, &FFMODEventEditor::SpawnTab_EventEditor)) + .SetDisplayName(LOCTEXT("EventTab", "FMOD Event")) + .SetGroup(WorkspaceMenuCategoryRef); +} + +void FFMODEventEditor::UnregisterTabSpawners(const TSharedRef &NewTabManager) +{ + FAssetEditorToolkit::UnregisterTabSpawners(NewTabManager); + + NewTabManager->UnregisterTabSpawner(EventEditorTabId); +} + +FFMODEventEditor::FFMODEventEditor() + : CurrentPreviewEventInstance(nullptr) + , EditedEvent(nullptr) +{ + IFMODStudioEditorModule::Get().BanksReloadedEvent().AddRaw(this, &FFMODEventEditor::HandleBanksReloaded); + BeginPIEDelegateHandle = FEditorDelegates::BeginPIE.AddRaw(this, &FFMODEventEditor::HandleBeginPIE); +} + +FFMODEventEditor::~FFMODEventEditor() +{ + IFMODStudioEditorModule::Get().BanksReloadedEvent().RemoveAll(this); + FEditorDelegates::BeginPIE.Remove(BeginPIEDelegateHandle); + + CurrentPreviewEventInstance = nullptr; +} + +UFMODEvent *FFMODEventEditor::GetEditedEvent() const +{ + return EditedEvent; +} + +FMOD::Studio::EventDescription *FFMODEventEditor::GetEventDescription() const +{ + return IFMODStudioModule::Get().GetEventDescription(EditedEvent, EFMODSystemContext::Auditioning); +} + +void FFMODEventEditor::PlayEvent() +{ + CurrentPreviewEventInstance = IFMODStudioModule::Get().CreateAuditioningInstance(EditedEvent); + if (CurrentPreviewEventInstance != nullptr) + { + TArray values; + TArray ids; + + ParameterValues.GenerateKeyArray(ids); + ParameterValues.GenerateValueArray(values); + + CurrentPreviewEventInstance->setParametersByIDs(ids.GetData(), values.GetData(), ParameterValues.Num()); + + CurrentPreviewEventInstance->start(); + } +} + +void FFMODEventEditor::PauseEvent() +{ + if (CurrentPreviewEventInstance != nullptr) + { + bool bIsPaused = false; + CurrentPreviewEventInstance->getPaused(&bIsPaused); + CurrentPreviewEventInstance->setPaused(!bIsPaused); + } +} + +void FFMODEventEditor::StopEvent() +{ + IFMODStudioModule::Get().StopAuditioningInstance(); +} + +void FFMODEventEditor::SetParameterValue(FMOD_STUDIO_PARAMETER_ID ParameterId, float Value) +{ + ParameterValues[ParameterId] = Value; + + if (CurrentPreviewEventInstance != nullptr) + { + CurrentPreviewEventInstance->setParameterByID(ParameterId, Value); + } +} + +void FFMODEventEditor::AddParameter(FMOD_STUDIO_PARAMETER_ID ParameterId, float Value) +{ + ParameterValues.Add(ParameterId, Value); +} + +float FFMODEventEditor::GetParameterValue(FMOD_STUDIO_PARAMETER_ID Id) +{ + return ParameterValues[Id]; +} + +void FFMODEventEditor::InitFMODEventEditor(const EToolkitMode::Type Mode, const TSharedPtr &InitToolkitHost, UFMODEvent *Event) +{ + if (IsValid(Event)) + { + EditedEvent = Event; + + TSharedRef StandaloneDefaultLayout = + FTabManager::NewLayout("Standalone_FMODEventEditor_Layout") + ->AddArea(FTabManager::NewPrimaryArea() + ->SetOrientation(Orient_Vertical) + ->Split(FTabManager::NewStack()->AddTab(EventEditorTabId, ETabState::OpenedTab)->SetHideTabWell(true))); + + const bool bCreateDefaultStandaloneMenu = true; + const bool bCreateDefaultToolbar = false; + FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, FFMODEventEditor::FMODEventEditorAppIdentifier, StandaloneDefaultLayout, + bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, Event); + } +} + +FName FFMODEventEditor::GetToolkitFName() const +{ + return FName("FMODEventEditor"); +} + +FText FFMODEventEditor::GetBaseToolkitName() const +{ + return LOCTEXT("ToolkitName", "FMOD Event Editor"); +} + +FString FFMODEventEditor::GetWorldCentricTabPrefix() const +{ + return LOCTEXT("WorldCentricTabPrefix", "FMOD Event ").ToString(); +} + +FLinearColor FFMODEventEditor::GetWorldCentricTabColorScale() const +{ + return FLinearColor(0.0f, 0.0f, 0.5f, 0.5f); +} + +void FFMODEventEditor::CreateInternalWidgets() +{ + FMODEventEditorPanel = SNew(SFMODEventEditorPanel).FMODEventEditor(SharedThis(this)); +} + +TSharedRef FFMODEventEditor::SpawnTab_EventEditor(const FSpawnTabArgs &Args) +{ + check(Args.GetTabId().TabType == EventEditorTabId); + + CreateInternalWidgets(); + + return SAssignNew(OwnerTab, SDockTab) + .Label(LOCTEXT("EventEditorTitle", "FMOD Event")) + .TabColorScale(GetTabColorScale())[FMODEventEditorPanel.ToSharedRef()]; +} + +void FFMODEventEditor::HandleBanksReloaded() +{ + CurrentPreviewEventInstance = nullptr; + + CreateInternalWidgets(); + + if (OwnerTab.IsValid()) + { + OwnerTab->SetContent(FMODEventEditorPanel.ToSharedRef()); + } +} + +void FFMODEventEditor::HandleBeginPIE(bool bSimulating) +{ + CurrentPreviewEventInstance = nullptr; +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODEventEditor.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODEventEditor.h new file mode 100644 index 00000000..e4fb09c0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODEventEditor.h @@ -0,0 +1,88 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "Toolkits/AssetEditorToolkit.h" +#include "fmod_studio_common.h" + +namespace FMOD +{ +namespace Studio +{ +class EventDescription; +class EventInstance; +} +} + +static bool operator==(const FMOD_STUDIO_PARAMETER_ID &a, const FMOD_STUDIO_PARAMETER_ID &b) +{ + return (a.data1 == b.data1 && a.data2 == b.data2); +} +FORCEINLINE uint32 GetTypeHash(const FMOD_STUDIO_PARAMETER_ID& id) +{ + return FCrc::MemCrc_DEPRECATED(&id, sizeof(FMOD_STUDIO_PARAMETER_ID)); +} + +class FFMODEventEditor : public FAssetEditorToolkit +{ +public: + virtual void RegisterTabSpawners(const TSharedRef &NewTabManager) override; + virtual void UnregisterTabSpawners(const TSharedRef &NewTabManager) override; + + /** + * Edits the specified event + * + * @param Mode Asset editing mode for this editor (standalone or world-centric) + * @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within + * @param Event The event to edit + */ + void InitFMODEventEditor(const EToolkitMode::Type Mode, const TSharedPtr &InitToolkitHost, class UFMODEvent *Event); + + /** Constructor */ + FFMODEventEditor(); + + /** Destructor */ + virtual ~FFMODEventEditor(); + + UFMODEvent *GetEditedEvent() const; + FMOD::Studio::EventDescription *GetEventDescription() const; + void PlayEvent(); + void PauseEvent(); + void StopEvent(); + float GetParameterValue(FMOD_STUDIO_PARAMETER_ID Id); + void SetParameterValue(FMOD_STUDIO_PARAMETER_ID ParameterId, float Value); + void AddParameter(FMOD_STUDIO_PARAMETER_ID ParameterId, float Value); + + /** IToolkit interface */ + virtual FName GetToolkitFName() const override; + virtual FText GetBaseToolkitName() const override; + virtual FString GetWorldCentricTabPrefix() const override; + virtual FLinearColor GetWorldCentricTabColorScale() const override; + +private: + TMap ParameterValues; + FMOD::Studio::EventInstance *CurrentPreviewEventInstance; + + void HandlePreBanksReloaded(); + void HandleBanksReloaded(); + void HandleBeginPIE(bool bSimulating); + + /** Creates all internal widgets for the tabs to point at */ + void CreateInternalWidgets(); + + /** Spawns the tab with the FMOD event inside */ + TSharedRef SpawnTab_EventEditor(const FSpawnTabArgs &Args); + + TSharedPtr FMODEventEditorPanel; + TSharedPtr OwnerTab; + + /** The tab id for the event editor tab */ + static const FName EventEditorTabId; + + /** FMOD event editor app identifier string */ + static const FName FMODEventEditorAppIdentifier; + + class UFMODEvent *EditedEvent; + + FDelegateHandle BeginPIEDelegateHandle; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODGenerateAssetsCommandlet.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODGenerateAssetsCommandlet.cpp new file mode 100644 index 00000000..80f7236c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODGenerateAssetsCommandlet.cpp @@ -0,0 +1,80 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. + +#include "FMODGenerateAssetsCommandlet.h" + +#include "FMODSettings.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "Editor.h" +#include "Editor/UnrealEd/Public/FileHelpers.h" +#include "HAL/PlatformFileManager.h" +#include "../Classes/FMODAssetBuilder.h" + +DEFINE_LOG_CATEGORY_STATIC(LogFMODCommandlet, Log, All); + +static constexpr auto RebuildSwitch = TEXT("rebuild"); + +UFMODGenerateAssetsCommandlet::UFMODGenerateAssetsCommandlet(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +int32 UFMODGenerateAssetsCommandlet::Main(const FString& CommandLine) +{ + int32 returnCode = 0; + +#if WITH_EDITOR + + FAssetRegistryModule& assetRegistryModule = FModuleManager::LoadModuleChecked(AssetRegistryConstants::ModuleName); + IAssetRegistry& AssetRegistry = assetRegistryModule.Get(); + + const UFMODSettings& Settings = *GetDefault(); + + TArray Tokens, Switches; + TMap Params; + ParseCommandLine(*CommandLine, Tokens, Switches, Params); + + // Rebuild switch + if (Switches.Contains(RebuildSwitch)) + { + IPlatformFile& FileManager = FPlatformFileManager::Get().GetPlatformFile(); + + /* + Combine the ProjectContentDir + ContentBrowserPrefix to make a filesystem path + to where the FMOD generated assets directories live e.g. + ../../../../UnrealProjects/MyProject/Content/FMOD + Should work for non-default values of ContentBrowserPrefix e.g. /Game/foo/bar/baz/ + */ + FString folderPath = Settings.ContentBrowserPrefix.TrimChar('/'); // /Game/FMOD/ -> Game/FMOD + folderPath.Split(TEXT("/"), 0, &folderPath); // Game/FMOD -> FMOD + folderPath = FPaths::ProjectContentDir() + folderPath + "/"; // FMOD -> ../../../../UnrealProjects/MyProject/Content/FMOD/ + + for (FString folder : Settings.GeneratedFolders) + { + FString FolderToDelete = folderPath + folder; + bool removed = FileManager.DeleteDirectoryRecursively(*FolderToDelete); + if (!removed) + { + UE_LOG(LogFMODCommandlet, Warning, TEXT("Unable to delete '%s'."), *FolderToDelete); + } + } + } + + // Ensure AssetRegistry is up to date + TArray InPaths; + InPaths.Add(Settings.GetFullContentPath()); + AssetRegistry.ScanPathsSynchronous(InPaths); + while (AssetRegistry.IsLoadingAssets()) + { + AssetRegistry.Tick(1.0f); + } + + FFMODAssetBuilder assetBuilder; + if (!IsEngineExitRequested()) + { + assetBuilder.Create(); + assetBuilder.ProcessBanks(); + } +#endif + + return returnCode; +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODSettingsCustomization.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODSettingsCustomization.cpp new file mode 100644 index 00000000..033b56f3 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODSettingsCustomization.cpp @@ -0,0 +1,237 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024. + +#include "FMODSettingsCustomization.h" + +#include "DetailCategoryBuilder.h" +#include "DetailLayoutBuilder.h" +#include "DetailWidgetRow.h" +#include "FMODSettings.h" +#include "IDetailPropertyRow.h" +#include "Settings/ProjectPackagingSettings.h" +#include "Styling/SlateColor.h" +#include "Widgets/DeclarativeSyntaxSupport.h" +#include "Widgets/SWidget.h" +#include "Widgets/SCompoundWidget.h" +#include "Widgets/SBoxPanel.h" +#include "Widgets/Layout/SBorder.h" +#include "Widgets/Layout/SWidgetSwitcher.h" +#include "Widgets/Images/SImage.h" +#include "Widgets/Text/STextBlock.h" +#include "Widgets/Input/SButton.h" + +#define LOCTEXT_NAMESPACE "FMODSettings" + +class SSettingsMessage : public SCompoundWidget +{ + SLATE_BEGIN_ARGS(SSettingsMessage) + {} + + // Called when the Setup button is clicked + SLATE_EVENT(FSimpleDelegate, OnSetupClicked) + + SLATE_END_ARGS() + +public: + void Construct(const FArguments& InArgs) + { + TSharedRef SettingsOkayWidget = MakeRow( + "SettingsEditor.GoodIcon", + LOCTEXT("SettingsOkayText", "FMOD Settings are valid, run the Validate FMOD command to perform additional checking."), + FText() + ); + + TSharedRef NoContentDirWidget = MakeRow( + "SettingsEditor.WarningIcon", + LOCTEXT("NoContentDirText", "Bank Output Directory directory has not been set."), + FText() + ); + + TSharedRef PackagingSettingsBadWidget = MakeRow( + "SettingsEditor.WarningIcon", + LOCTEXT("PackagingSettingsBadText", + "The packaging settings for copying the FMOD bank files to staging are not correct. It is recommended that:\n" + " - The bank output directory for the Desktop platform (or the forced platform if set) is added to the \"Additional Non-Asset Directories To Copy\" list.\n" + " - That no other directory containing FMOD banks or assets is added to either the \"Additional Non-Asset Directories To Copy\" list " + "or the \"Additional Non-Asset Directories to Package\" list.\n" + " - The Generated Assets are added to the \"Additional Asset Directories to Cook\" list." + ), + LOCTEXT("FixPackagingSettings", "Fix") + ); + + ChildSlot + [ + SNew(SBorder) + .BorderBackgroundColor(this, &SSettingsMessage::GetBorderColor) + .BorderImage(FAppStyle::GetBrush("ToolPanel.LightGroupBorder")) + .Padding(8.0f) + [ + SNew(SWidgetSwitcher) + .WidgetIndex(this, &SSettingsMessage::GetSetupStateAsInt) + + + SWidgetSwitcher::Slot() + [ + SettingsOkayWidget + ] + + + SWidgetSwitcher::Slot() + [ + NoContentDirWidget + ] + + + SWidgetSwitcher::Slot() + [ + PackagingSettingsBadWidget + ] + ] + ]; + + UpdateState(); + } + + void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) + { + UpdateState(); + } + +private: + FSlateColor GetBorderColor() const + { + if (SettingsState == UFMODSettings::Okay) + { + return FLinearColor::Green; + } + else + { + return FLinearColor(0.8f, 0, 0); + } + } + + TSharedRef MakeRow(FName IconName, FText Message, FText ButtonMessage) + { + TSharedRef Result = SNew(SHorizontalBox) + + // Status icon + + SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center)[SNew(SImage).Image(FAppStyle::GetBrush(IconName))] + + // Notice + + SHorizontalBox::Slot() + .FillWidth(1.0f) + .Padding(16.0f, 0.0f) + .VAlign(VAlign_Center)[ + SNew(STextBlock) + .ColorAndOpacity(FLinearColor::White) + .ShadowColorAndOpacity(FLinearColor::Black) + .ShadowOffset(FVector2D::UnitVector) + .AutoWrapText(true) + .Text(Message) + ]; + + if (!ButtonMessage.IsEmpty()) + { + Result->AddSlot() + .AutoWidth() + .VAlign(VAlign_Center) + [ + SNew(SButton) + .OnClicked(this, &SSettingsMessage::OnButtonPressed) + .Text(ButtonMessage) + ]; + } + + return Result; + } + + FReply OnButtonPressed() + { + const UFMODSettings& Settings = *GetDefault(); + UProjectPackagingSettings* PackagingSettings = Cast(UProjectPackagingSettings::StaticClass()->GetDefaultObject()); + + if (SettingsState == UFMODSettings::PackagingSettingsBad) + { + // Remove any bad entries + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.Num();) + { + if (PackagingSettings->DirectoriesToAlwaysStageAsNonUFS[i].Path.StartsWith(Settings.BankOutputDirectory.Path)) + { + PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.RemoveAt(i); + } + else + { + ++i; + } + } + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysStageAsUFS.Num();) + { + if (PackagingSettings->DirectoriesToAlwaysStageAsUFS[i].Path.StartsWith(Settings.BankOutputDirectory.Path)) + { + PackagingSettings->DirectoriesToAlwaysStageAsUFS.RemoveAt(i); + } + else + { + ++i; + } + } + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysCook.Num();) + { + if (PackagingSettings->DirectoriesToAlwaysCook[i].Path.StartsWith(Settings.GetFullContentPath())) + { + PackagingSettings->DirectoriesToAlwaysCook.RemoveAt(i); + } + else + { + ++i; + } + } + + // Add correct entry + FDirectoryPath BankPath; + BankPath.Path = Settings.GetDesktopBankPath(); + PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.Add(BankPath); + FDirectoryPath generatedFolder; + for (FString folder : Settings.GeneratedFolders) + { + generatedFolder.Path = Settings.GetFullContentPath() / folder; + PackagingSettings->DirectoriesToAlwaysCook.Add(generatedFolder); + } + + PackagingSettings->TryUpdateDefaultConfigFile(); + } + + UpdateState(); + return FReply::Handled(); + } + + int32 GetSetupStateAsInt() const + { + return (int32)SettingsState; + } + + void UpdateState() + { + const UFMODSettings& Settings = *GetDefault(); + SettingsState = Settings.Check(); + } + +private: + UFMODSettings::EProblem SettingsState; +}; + +TSharedRef FFMODSettingsCustomization::MakeInstance() +{ + return MakeShareable(new FFMODSettingsCustomization); +} + +FFMODSettingsCustomization::FFMODSettingsCustomization() +{ +} + +void FFMODSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder &DetailLayout) +{ + IDetailCategoryBuilder &PackagingCategory = DetailLayout.EditCategory(TEXT("Notice"), FText::GetEmpty(), ECategoryPriority::Important); + TSharedRef PlatformSetupMessage = SNew(SSettingsMessage); + PackagingCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false).WholeRowWidget[PlatformSetupMessage]; +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODSettingsCustomization.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODSettingsCustomization.h new file mode 100644 index 00000000..7f3f32f5 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODSettingsCustomization.h @@ -0,0 +1,25 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2024. + +#pragma once + +#include "CoreMinimal.h" +#include "Misc/Attribute.h" +#include "Input/Reply.h" +#include "IDetailCustomization.h" +#include "PropertyHandle.h" + +class IDetailLayoutBuilder; + +class FFMODSettingsCustomization : public IDetailCustomization +{ +public: + // Makes a new instance of this detail layout class for a specific detail view requesting it + static TSharedRef MakeInstance(); + + // IDetailCustomization interface + virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override; + // End of IDetailCustomization interface + +private: + FFMODSettingsCustomization(); +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorModule.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorModule.cpp new file mode 100644 index 00000000..84ba498e --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorModule.cpp @@ -0,0 +1,1309 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODStudioEditorModule.h" +#include "FMODStudioModule.h" +#include "FMODStudioStyle.h" +#include "FMODAudioComponent.h" +#include "FMODAssetBroker.h" +#include "FMODSettings.h" +#include "FMODUtils.h" + +#include "FMODEventEditor.h" +#include "FMODAudioComponentVisualizer.h" +#include "FMODAudioComponentDetails.h" +#include "FMODAssetBuilder.h" +#include "FMODBankUpdateNotifier.h" +#include "FMODSettingsCustomization.h" +#include "Sequencer/FMODChannelEditors.h" +#include "Sequencer/FMODEventControlSection.h" +#include "Sequencer/FMODEventControlTrackEditor.h" +#include "Sequencer/FMODEventParameterTrackEditor.h" +#include "AssetTypeActions_FMODEvent.h" + +#include "Framework/Application/SlateApplication.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "AssetSelection.h" +#include "Framework/Notifications/NotificationManager.h" +#include "Widgets/Notifications/SNotificationList.h" +#include "Developer/Settings/Public/ISettingsModule.h" +#include "Developer/Settings/Public/ISettingsSection.h" +#include "Editor.h" +#include "Slate/SceneViewport.h" +#include "Editor/LevelEditor/Public/LevelEditor.h" +#include "SocketSubsystem.h" +#include "Sockets.h" +#include "IPAddress.h" +#include "FileHelpers.h" +#include "ISequencerModule.h" +#include "SequencerChannelInterface.h" +#include "ClipboardTypes.h" +#include "DebugRenderSceneProxy.h" +#include "Debug/DebugDrawService.h" +#include "Settings/ProjectPackagingSettings.h" +#include "UnrealEdGlobals.h" +#include "LevelEditorViewport.h" +#include "ActorFactories/ActorFactory.h" +#include "Engine/Canvas.h" +#include "Editor/UnrealEdEngine.h" +#include "Framework/MultiBox/MultiBoxBuilder.h" +#include "Misc/MessageDialog.h" +#include "HAL/FileManager.h" +#include "Interfaces/IMainFrameModule.h" +#include "ToolMenus.h" + +#include "fmod_studio.hpp" + +#define LOCTEXT_NAMESPACE "FMODStudio" + +DEFINE_LOG_CATEGORY(LogFMOD); + +class FFMODStudioLink +{ +public: + FFMODStudioLink() + : SocketSubsystem(nullptr) + , Socket(nullptr) + { + SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM); + } + + ~FFMODStudioLink() { Disconnect(); } + + bool Connect() + { + if (!SocketSubsystem) + return false; + + Disconnect(); + Socket = SocketSubsystem->CreateSocket(NAME_Stream, TEXT("FMOD Studio Connection"), false); + + TSharedRef Addr = SocketSubsystem->CreateInternetAddr(); + bool Valid = false; + Addr->SetIp(TEXT("127.0.0.1"), Valid); + if (!Valid) + return false; + + Addr->SetPort(3663); + return Socket->Connect(*Addr); + } + + void Disconnect() + { + if (SocketSubsystem && Socket) + { + SocketSubsystem->DestroySocket(Socket); + Socket = nullptr; + } + } + + bool Execute(const TCHAR *Message, FString &OutMessage) + { + OutMessage = TEXT(""); + if (!Socket) + { + return false; + } + + UE_LOG(LogFMOD, Log, TEXT("Sent studio message: %s"), Message); + + FTCHARToUTF8 MessageChars(Message); + int32 BytesSent = 0; + if (!Socket->Send((const uint8 *)MessageChars.Get(), MessageChars.Length(), BytesSent)) + { + return false; + } + + while (1) + { + FString BackMessage; + if (!ReadMessage(BackMessage)) + { + return false; + } + UE_LOG(LogFMOD, Log, TEXT("Received studio message: %s"), *BackMessage); + if (BackMessage.StartsWith(TEXT("out(): "))) + { + OutMessage = BackMessage.Mid(7).TrimEnd(); + break; + } + else + { + // Keep going + } + } + return true; + } + +private: + bool ReadMessage(FString &OutMessage) + { + while (1) + { + for (int32 i = 0; i < ReceivedMessage.Num(); ++i) + { + if (ReceivedMessage[i] == '\0') + { + OutMessage = FString(UTF8_TO_TCHAR(ReceivedMessage.GetData())); + ReceivedMessage.RemoveAt(0, i + 1); + return true; + } + } + + int32 ExtraSpace = 64; + int32 CurrentSize = ReceivedMessage.Num(); + ReceivedMessage.SetNum(CurrentSize + ExtraSpace); + int32 ActualRead = 0; + if (!Socket->Wait(ESocketWaitConditions::WaitForRead, FTimespan::FromSeconds(10))) + { + return false; + } + else if (!Socket->Recv((uint8 *)ReceivedMessage.GetData() + CurrentSize, ExtraSpace, ActualRead)) + { + return false; + } + ReceivedMessage.SetNum(CurrentSize + ActualRead); + } + } + + ISocketSubsystem *SocketSubsystem; + FSocket *Socket; + TArray ReceivedMessage; +}; + +class FFMODStudioEditorModule : public IFMODStudioEditorModule +{ +public: + /** IModuleInterface implementation */ + FFMODStudioEditorModule() + : bSimulating(false) + , bIsInPIE(false) + , bRegisteredComponentVisualizers(false) + { + } + + virtual void StartupModule() override; + virtual void PostLoadCallback() override; + virtual void ShutdownModule() override; + + void OnPostEngineInit(); + + bool HandleSettingsSaved(); + + /** Show notification */ + void ShowNotification(const FText &Text, SNotificationItem::ECompletionState State); + + void BeginPIE(bool simulating); + void EndPIE(bool simulating); + void PausePIE(bool simulating); + void ResumePIE(bool simulating); + + void ViewportDraw(UCanvas *Canvas, APlayerController *); + + bool Tick(float DeltaTime); + + /** Build UE4 assets for FMOD Studio items */ + void ProcessBanks(); + + /** Add extensions to menu */ + void RegisterHelpMenuEntries(); + void AddFileMenuExtension(FMenuBuilder &MenuBuilder); + + /** Show FMOD version */ + void ShowVersion(); + /** Open CHM */ + void OpenIntegrationDocs(); + /** Open web page to online docs */ + void OpenAPIDocs(); + /** Open Video tutorials page */ + void OpenVideoTutorials(); + /** Set Studio build path */ + void ValidateFMOD(); + + /** Helper to get Studio project locales */ + bool GetStudioLocales(FFMODStudioLink &StudioLink, TArray &StudioLocales); + + /** Reload banks */ + void ReloadBanks(); + + /** Callback for the main frame finishing load */ + void OnMainFrameLoaded(TSharedPtr InRootWindow, bool bIsNewProjectWindow); + + /** Callbacks for bad settings notification buttons */ + void OnBadSettingsPopupSettingsClicked(); + void OnBadSettingsPopupDismissClicked(); + + TArray RegisteredComponentClassNames; + void RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr Visualizer); + + FSimpleMulticastDelegate BanksReloadedDelegate; + FSimpleMulticastDelegate &BanksReloadedEvent() override { return BanksReloadedDelegate; } + + /** The delegate to be invoked when this profiler manager ticks. */ + FTickerDelegate OnTick; + + /** Handle for registered delegates. */ + FTSTicker::FDelegateHandle TickDelegateHandle; + FDelegateHandle BeginPIEDelegateHandle; + FDelegateHandle EndPIEDelegateHandle; + FDelegateHandle PausePIEDelegateHandle; + FDelegateHandle ResumePIEDelegateHandle; + FDelegateHandle FMODControlTrackEditorCreateTrackEditorHandle; + FDelegateHandle FMODParamTrackEditorCreateTrackEditorHandle; + + /** Hook for drawing viewport */ + FDebugDrawDelegate ViewportDrawingDelegate; + FDelegateHandle ViewportDrawingDelegateHandle; + + TSharedPtr AssetBroker; + + /** The extender to pass to the level editor to extend its window menu */ + TSharedPtr MainMenuExtender; + + /** Asset type actions for events (edit, play, stop) */ + TSharedPtr FMODEventAssetTypeActions; + + ISettingsSectionPtr SettingsSection; + + /** Notification popup that settings are bad */ + TWeakPtr BadSettingsNotification; + + /** Asset builder */ + FFMODAssetBuilder AssetBuilder; + + /** Periodically checks for updates of the strings.bank file */ + FFMODBankUpdateNotifier BankUpdateNotifier; + + bool bSimulating; + bool bIsInPIE; + bool bRegisteredComponentVisualizers; +}; + +IMPLEMENT_MODULE(FFMODStudioEditorModule, FMODStudioEditor) + +void FFMODStudioEditorModule::StartupModule() +{ + FCoreDelegates::OnPostEngineInit.AddRaw(this, &FFMODStudioEditorModule::OnPostEngineInit); +} + +void FFMODStudioEditorModule::OnPostEngineInit() +{ + UE_LOG(LogFMOD, Log, TEXT("FFMODStudioEditorModule startup")); + + AssetBroker = MakeShareable(new FFMODAssetBroker); + FComponentAssetBrokerage::RegisterBroker(AssetBroker, UFMODAudioComponent::StaticClass(), true, true); + + if (ISettingsModule *SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "FMODStudio", LOCTEXT("FMODStudioSettingsName", "FMOD Studio"), + LOCTEXT("FMODStudioDescription", "Configure the FMOD Studio plugin"), GetMutableDefault()); + + if (SettingsSection.IsValid()) + { + SettingsSection->OnModified().BindRaw(this, &FFMODStudioEditorModule::HandleSettingsSaved); + } + } + + // Register with the sequencer module that we provide auto-key handlers. + ISequencerModule &SequencerModule = FModuleManager::Get().LoadModuleChecked("Sequencer"); + FMODControlTrackEditorCreateTrackEditorHandle = + SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FFMODEventControlTrackEditor::CreateTrackEditor)); + FMODParamTrackEditorCreateTrackEditorHandle = + SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FFMODEventParameterTrackEditor::CreateTrackEditor)); + SequencerModule.RegisterChannelInterface(); + + // Register the details customizations + { + FPropertyEditorModule &PropertyModule = FModuleManager::LoadModuleChecked("PropertyEditor"); + + PropertyModule.RegisterCustomClassLayout( + UFMODSettings::StaticClass()->GetFName(), + FOnGetDetailCustomizationInstance::CreateStatic(&FFMODSettingsCustomization::MakeInstance) + ); + + PropertyModule.RegisterCustomClassLayout( + "FMODAudioComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FFMODAudioComponentDetails::MakeInstance)); + PropertyModule.NotifyCustomizationModuleChanged(); + } + + // Need to load the editor module since it gets created after us, and we can't re-order ourselves otherwise our asset registration stops working! + // It only works if we are running the editor, not a commandlet + if (!IsRunningCommandlet() && !IsRunningGame() && FSlateApplication::IsInitialized()) + { + FLevelEditorModule *LevelEditor = FModuleManager::LoadModulePtr(TEXT("LevelEditor")); + if (LevelEditor) + { + RegisterHelpMenuEntries(); + MainMenuExtender = MakeShareable(new FExtender); + MainMenuExtender->AddMenuExtension("FileOpen", EExtensionHook::After, NULL, + FMenuExtensionDelegate::CreateRaw(this, &FFMODStudioEditorModule::AddFileMenuExtension)); + LevelEditor->GetMenuExtensibilityManager()->AddExtender(MainMenuExtender); + } + } + + // Register AssetTypeActions + IAssetTools &AssetTools = FModuleManager::GetModuleChecked("AssetTools").Get(); + + FMODEventAssetTypeActions = MakeShareable(new FAssetTypeActions_FMODEvent); + AssetTools.RegisterAssetTypeActions(FMODEventAssetTypeActions.ToSharedRef()); + + // Register slate style overrides + FFMODStudioStyle::Initialize(); + + BeginPIEDelegateHandle = FEditorDelegates::BeginPIE.AddRaw(this, &FFMODStudioEditorModule::BeginPIE); + EndPIEDelegateHandle = FEditorDelegates::EndPIE.AddRaw(this, &FFMODStudioEditorModule::EndPIE); + PausePIEDelegateHandle = FEditorDelegates::PausePIE.AddRaw(this, &FFMODStudioEditorModule::PausePIE); + ResumePIEDelegateHandle = FEditorDelegates::ResumePIE.AddRaw(this, &FFMODStudioEditorModule::ResumePIE); + + ViewportDrawingDelegate = FDebugDrawDelegate::CreateRaw(this, &FFMODStudioEditorModule::ViewportDraw); + ViewportDrawingDelegateHandle = UDebugDrawService::Register(TEXT("Editor"), ViewportDrawingDelegate); + + OnTick = FTickerDelegate::CreateRaw(this, &FFMODStudioEditorModule::Tick); + TickDelegateHandle = FTSTicker::GetCoreTicker().AddTicker(OnTick); + + // Create asset builder + AssetBuilder.Create(); + + if (!IsRunningCommandlet()) + { + // Build assets when asset registry has finished loading + FAssetRegistryModule& AssetRegistry = FModuleManager::LoadModuleChecked(AssetRegistryConstants::ModuleName); + AssetRegistry.Get().OnFilesLoaded().AddLambda([this]() { ProcessBanks(); }); + } + + // Bind to bank update notifier to reload banks when they change on disk + BankUpdateNotifier.BanksUpdatedEvent.AddRaw(this, &FFMODStudioEditorModule::ProcessBanks); + + // Register a callback to validate settings on startup + IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked(TEXT("MainFrame")); + MainFrameModule.OnMainFrameCreationFinished().AddRaw(this, &FFMODStudioEditorModule::OnMainFrameLoaded); +} + +void FFMODStudioEditorModule::ProcessBanks() +{ + if (!IsRunningCommandlet() && FApp::HasProjectName()) + { + BankUpdateNotifier.EnableUpdate(false); + ReloadBanks(); + + const UFMODSettings &Settings = *GetDefault(); + BankUpdateNotifier.SetFilePath(Settings.GetFullBankPath()); + + BankUpdateNotifier.EnableUpdate(true); + } +} + +void FFMODStudioEditorModule::RegisterHelpMenuEntries() +{ + FToolMenuOwnerScoped OwnerScoped(this); + UToolMenu* HelpMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.Help"); + FToolMenuSection& Section = HelpMenu->AddSection("FMODHelp", LOCTEXT("FMODHelpLabel", "FMOD Help"), + FToolMenuInsert("HelpBrowse", EToolMenuInsertType::Default)); + Section.AddEntry(FToolMenuEntry::InitMenuEntry( + NAME_None, + LOCTEXT("FMODVersionMenuEntryTitle", "About FMOD Studio"), + LOCTEXT("FMODVersionMenuEntryToolTip", "Shows FMOD Studio version information."), + FSlateIcon(), + FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::ShowVersion)) + )); + +#if PLATFORM_WINDOWS + Section.AddEntry(FToolMenuEntry::InitMenuEntry( + NAME_None, + LOCTEXT("FMODHelpCHMTitle", "FMOD Documentation..."), + LOCTEXT("FMODHelpCHMToolTip", "Opens the local FMOD documentation."), + FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.BrowseAPIReference"), + FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::OpenIntegrationDocs)) + )); +#endif + + Section.AddEntry(FToolMenuEntry::InitMenuEntry( + NAME_None, + LOCTEXT("FMODHelpOnlineTitle", "FMOD Online Documentation..."), + LOCTEXT("FMODHelpOnlineToolTip", "Go to the online FMOD documentation."), + FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.BrowseDocumentation"), + FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::OpenAPIDocs)) + )); + + Section.AddEntry(FToolMenuEntry::InitMenuEntry( + NAME_None, + LOCTEXT("FMODHelpVideosTitle", "FMOD Tutorial Videos..."), + LOCTEXT("FMODHelpVideosToolTip", "Go to the online FMOD tutorial videos."), + FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tutorials"), + FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::OpenVideoTutorials)) + )); + + Section.AddEntry(FToolMenuEntry::InitMenuEntry( + NAME_None, + LOCTEXT("FMODSetStudioBuildTitle", "Validate FMOD"), + LOCTEXT("FMODSetStudioBuildToolTip", "Verifies that FMOD and FMOD Studio are working as expected."), + FSlateIcon(), + FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::ValidateFMOD)) + )); +} + +void FFMODStudioEditorModule::AddFileMenuExtension(FMenuBuilder &MenuBuilder) +{ + MenuBuilder.BeginSection("FMODFile", LOCTEXT("FMODFileLabel", "FMOD")); + MenuBuilder.AddMenuEntry(LOCTEXT("FMODFileMenuEntryTitle", "Reload Banks"), + LOCTEXT("FMODFileMenuEntryToolTip", "Force a manual reload of all FMOD Studio banks."), FSlateIcon(), + FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::ReloadBanks))); + MenuBuilder.EndSection(); +} + +unsigned int GetDLLVersion() +{ + // Just grab it from the audition context which is always valid + unsigned int DLLVersion = 0; + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Auditioning); + if (StudioSystem) + { + FMOD::System *LowLevelSystem = nullptr; + if (StudioSystem->getCoreSystem(&LowLevelSystem) == FMOD_OK) + { + LowLevelSystem->getVersion(&DLLVersion); + } + } + return DLLVersion; +} + +FString VersionToString(unsigned int Version) +{ + unsigned int ProductVersion = (Version & 0xffff0000) >> 16; + unsigned int MajorVersion = (Version & 0x0000ff00) >> 8; + unsigned int MinorVersion = (Version & 0x000000ff); + return FString::Printf(TEXT("%x.%02x.%02x"), ProductVersion, MajorVersion, MinorVersion); +} + +unsigned int MakeVersion(unsigned int ProductVersion, unsigned int MajorVersion, unsigned int MinorVersion) +{ + auto EncodeAsHex = [](unsigned int Value) -> unsigned int + { + return 16 * (Value / 10) + Value % 10; + }; + + ProductVersion = EncodeAsHex(ProductVersion); + MajorVersion = EncodeAsHex(MajorVersion); + MinorVersion = EncodeAsHex(MinorVersion); + + return ((ProductVersion & 0xffff) << 16) | ((MajorVersion & 0xff) << 8) | (MinorVersion & 0xff); +} + +unsigned int VersionFromString(FString Version) +{ + unsigned int ProductVersion = 0; + unsigned int MajorVersion = 0; + unsigned int MinorVersion = 0; + TArray VersionFields; + + if (Version.ParseIntoArray(VersionFields, TEXT(".")) == 3) + { + ProductVersion = FCString::Atoi(*VersionFields[0]); + MajorVersion = FCString::Atoi(*VersionFields[1]); + MinorVersion = FCString::Atoi(*VersionFields[2]); + } + + return MakeVersion(ProductVersion, MajorVersion, MinorVersion); +} + +void FFMODStudioEditorModule::ShowVersion() +{ + FString HeaderVersion = VersionToString(FMOD_VERSION); + FString DLLVersion = VersionToString(GetDLLVersion()); + + FText VersionMessage = FText::Format(LOCTEXT("FMODStudio_About", + "FMOD Studio\n\nBuilt Version: {0}\nDLL Version: {1}\n\nCopyright \u00A9 Firelight Technologies Pty " + "Ltd.\n\nSee LICENSE.TXT for additional license information."), + FText::FromString(HeaderVersion), FText::FromString(DLLVersion)); + + FMessageDialog::Open(EAppMsgType::Ok, VersionMessage); +} + +void FFMODStudioEditorModule::OpenIntegrationDocs() +{ + FPlatformProcess::LaunchFileInDefaultExternalApplication(TEXT("https://www.fmod.com/docs/unreal")); +} + +void FFMODStudioEditorModule::OpenAPIDocs() +{ + FPlatformProcess::LaunchFileInDefaultExternalApplication(TEXT("https://www.fmod.com/docs/api")); +} + +void FFMODStudioEditorModule::OpenVideoTutorials() +{ + FPlatformProcess::LaunchFileInDefaultExternalApplication(TEXT("http://www.youtube.com/user/FMODTV")); +} + +bool FFMODStudioEditorModule::GetStudioLocales(FFMODStudioLink &StudioLink, TArray &StudioLocales) +{ + FString OutMessage; + + if (!StudioLink.Execute(TEXT("studio.project.workspace.locales.length"), OutMessage)) + { + return false; + } + + int NumStudioLocales = FCString::Atoi(*OutMessage); + StudioLocales.Reserve(NumStudioLocales); + + for (int i = 0; i < NumStudioLocales; ++i) + { + FFMODProjectLocale Locale{}; + FString Message = FString::Printf(TEXT("studio.project.workspace.locales[%d].name"), i); + + if (!StudioLink.Execute(*Message, Locale.LocaleName)) + { + return false; + } + + Message = FString::Printf(TEXT("studio.project.workspace.locales[%d].localeCode"), i); + + if (!StudioLink.Execute(*Message, Locale.LocaleCode)) + { + return false; + } + + StudioLocales.Push(Locale); + } + + return true; +} + +void FFMODStudioEditorModule::ValidateFMOD() +{ + int ProblemsFound = 0; + FFMODStudioLink StudioLink; + bool Connected = StudioLink.Connect(); + + if (!Connected) + { + if (EAppReturnType::No == + FMessageDialog::Open(EAppMsgType::YesNo, + LOCTEXT("SetStudioBuildStudioNotRunning", + "FMODStudio does not appear to be running. Only some validation will occur. Do you want to continue anyway?"))) + { + return; + } + } + + unsigned int HeaderVersion = FMOD_VERSION; + unsigned int DLLVersion = GetDLLVersion(); + unsigned int StudioVersion = 0; + + if (Connected) + { + FString StudioVersionString; + + if (StudioLink.Execute(TEXT("studio.version"), StudioVersionString)) + { + // We expect something like "Version xx.yy.zz, 32/64, Some build number" + UE_LOG(LogFMOD, Log, TEXT("Received studio version: %s"), *StudioVersionString); + TArray VersionParts; + + if (StudioVersionString.StartsWith(TEXT("Version ")) && StudioVersionString.ParseIntoArray(VersionParts, TEXT(",")) >= 1) + { + StudioVersion = VersionFromString(VersionParts[0].RightChop(8)); + } + } + } + + if (HeaderVersion != DLLVersion) + { + FText VersionMessage = FText::Format(LOCTEXT("SetStudioBuildStudio_Status", + "The FMOD DLL version is different to the version the integration was built against. This may " + "cause problems running the game.\nBuilt Version: {0}\nDLL Version: {1}\n"), + FText::FromString(VersionToString(HeaderVersion)), FText::FromString(VersionToString(DLLVersion))); + FMessageDialog::Open(EAppMsgType::Ok, VersionMessage); + ProblemsFound++; + } + + if (Connected && StudioVersion != DLLVersion) + { + FText VersionMessage = + FText::Format(LOCTEXT("SetStudioBuildStudio_Version", + "The Studio tool is different to the version the integration was built against. The integration may not be able to " + "load the banks that the tool builds.\n\nBuilt Version: {0}\nDLL Version: {1}\nStudio Version: {2}\n\nWe recommend " + "using the Studio tool that matches the integration.\n\nDo you want to continue with the validation?"), + FText::FromString(VersionToString(HeaderVersion)), FText::FromString(VersionToString(DLLVersion)), + FText::FromString(VersionToString(StudioVersion))); + + if (EAppReturnType::No == FMessageDialog::Open(EAppMsgType::YesNo, VersionMessage)) + { + return; + } + + ProblemsFound++; + } + + UFMODSettings& Settings = *GetMutableDefault(); + + FString FullBankPath = Settings.BankOutputDirectory.Path; + + if (FPaths::IsRelative(FullBankPath)) + { + FullBankPath = FPaths::ProjectContentDir() / FullBankPath; + } + + FString PlatformBankPath = Settings.GetFullBankPath(); + FullBankPath = FPaths::ConvertRelativePathToFull(FullBankPath); + PlatformBankPath = FPaths::ConvertRelativePathToFull(PlatformBankPath); + + if (Connected) + { + // File path was added in FMOD Studio 1.07.00 + FString StudioProjectPath; + FString StudioProjectDir; + + if (StudioVersion >= MakeVersion(1, 7, 0)) + { + StudioLink.Execute(TEXT("studio.project.filePath"), StudioProjectPath); + + if (StudioProjectPath.IsEmpty() || StudioProjectPath == TEXT("undefined")) + { + FMessageDialog::Open(EAppMsgType::Ok, + LOCTEXT("SetStudioBuildStudio_NewProject", + "FMOD Studio has an empty project. Please go to FMOD Studio, and press Save to create your new project.")); + // Just try to save anyway + FString Result; + StudioLink.Execute(TEXT("studio.project.save()"), Result); + } + + StudioLink.Execute(TEXT("studio.project.filePath"), StudioProjectPath); + + if (StudioProjectPath != TEXT("undefined")) + { + StudioProjectDir = FPaths::GetPath(StudioProjectPath); + } + } + + FString StudioPathString; + StudioLink.Execute(TEXT("studio.project.workspace.builtBanksOutputDirectory"), StudioPathString); + + if (StudioPathString == TEXT("undefined")) + { + StudioPathString = TEXT(""); + } + + FString CanonicalBankPath = FullBankPath; + FPaths::CollapseRelativeDirectories(CanonicalBankPath); + FPaths::NormalizeDirectoryName(CanonicalBankPath); + FPaths::RemoveDuplicateSlashes(CanonicalBankPath); + FPaths::NormalizeDirectoryName(CanonicalBankPath); + FString CanonicalStudioPath = StudioPathString; + + if (FPaths::IsRelative(CanonicalStudioPath) && !StudioProjectDir.IsEmpty() && !StudioPathString.IsEmpty()) + { + CanonicalStudioPath = FPaths::Combine(*StudioProjectDir, *CanonicalStudioPath); + } + + FPaths::CollapseRelativeDirectories(CanonicalStudioPath); + FPaths::NormalizeDirectoryName(CanonicalStudioPath); + FPaths::RemoveDuplicateSlashes(CanonicalStudioPath); + FPaths::NormalizeDirectoryName(CanonicalStudioPath); + + if (!FPaths::IsSamePath(CanonicalBankPath, CanonicalStudioPath)) + { + FString BankPathToSet = FullBankPath; + + // Extra logic - if we have put the studio project inside the game project, then make it relative + if (!StudioProjectDir.IsEmpty()) + { + FString GameBaseDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()); + FString BankPathFromGameProject = FullBankPath; + FString StudioProjectFromGameProject = StudioProjectDir; + if (FPaths::MakePathRelativeTo(BankPathFromGameProject, *GameBaseDir) && !BankPathFromGameProject.Contains(TEXT("..")) && + FPaths::MakePathRelativeTo(StudioProjectFromGameProject, *GameBaseDir) && !StudioProjectFromGameProject.Contains(TEXT(".."))) + { + FPaths::MakePathRelativeTo(BankPathToSet, *(StudioProjectDir + TEXT("/"))); + } + } + + ProblemsFound++; + + FText AskMessage = FText::Format(LOCTEXT("SetStudioBuildStudio_Ask", + "FMOD Studio build path should be set up.\n\nCurrent Studio build path: {0}\nNew build path: " + "{1}\n\nDo you want to fix up the project now?"), + FText::FromString(StudioPathString), FText::FromString(BankPathToSet)); + + if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, AskMessage)) + { + FString Result; + StudioLink.Execute(*FString::Printf(TEXT("studio.project.workspace.builtBanksOutputDirectory = \"%s\";"), *BankPathToSet), Result); + StudioLink.Execute(TEXT("studio.project.workspace.builtBanksOutputDirectory"), Result); + + if (Result != BankPathToSet) + { + FMessageDialog::Open(EAppMsgType::Ok, + LOCTEXT("SetStudioBuildStudio_Save", + "Failed to set bank directory. Please go to FMOD Studio, and set the bank path in FMOD Studio project settings.")); + } + + FMessageDialog::Open( + EAppMsgType::Ok, LOCTEXT("SetStudioBuildStudio_Save", "Please go to FMOD Studio, save your project and build banks.")); + // Just try to do it again anyway + StudioLink.Execute(TEXT("studio.project.save()"), Result); + StudioLink.Execute(TEXT("studio.project.build()"), Result); + } + } + + if (StudioVersion >= MakeVersion(2, 0, 0)) + { + // Check whether Studio project locales match those setup in UE4 + TArray StudioLocales; + + if (GetStudioLocales(StudioLink, StudioLocales)) + { + bool bAllMatch = true; + + if (StudioLocales.Num() == Settings.Locales.Num()) + { + for (const FFMODProjectLocale& StudioLocale : StudioLocales) + { + bool bMatch = false; + + for (const FFMODProjectLocale& Locale : Settings.Locales) + { + if (Locale.LocaleCode == StudioLocale.LocaleCode && Locale.LocaleName == StudioLocale.LocaleName) + { + bMatch = true; + break; + } + } + + if (!bMatch) + { + bAllMatch = false; + break; + } + } + } + else + { + bAllMatch = false; + } + + if (!bAllMatch) + { + ProblemsFound++; + FText Message = LOCTEXT("LocalesMismatch", + "The project locales do not match those defined in the FMOD Studio Project.\n\n" + "Would you like to import the locales from Studio?\n"); + if (FMessageDialog::Open(EAppMsgType::YesNo, Message) == EAppReturnType::Yes) + { + Settings.Locales = StudioLocales; + if (Settings.Locales.Num() > 0) + { + Settings.Locales[0].bDefault = true; + } + SettingsSection->Save(); + IFMODStudioModule::Get().ReloadBanks(); + } + } + } + } + } + + bool bAnyBankFiles = false; + + // Check bank path + if (!FPaths::DirectoryExists(FullBankPath) || !FPaths::DirectoryExists(PlatformBankPath)) + { + FText DirMessage = FText::Format(LOCTEXT("SetStudioBuildStudio_Dir", + "The FMOD Content directory does not exist. Please make sure FMOD Studio is exporting banks into the " + "correct location.\n\nBanks should be exported to: {0}\nBanks files should exist in: {1}\n"), + FText::FromString(FullBankPath), FText::FromString(PlatformBankPath)); + FMessageDialog::Open(EAppMsgType::Ok, DirMessage); + ProblemsFound++; + } + else + { + TArray BankFiles; + IFMODStudioModule::Get().GetAllBankPaths(BankFiles, true); + + if (BankFiles.Num() != 0) + { + bAnyBankFiles = true; + } + else + { + FText EmptyBankDirMessage = + FText::Format(LOCTEXT("SetStudioBuildStudio_EmptyBankDir", + "The FMOD Content directory does not have any bank files in them. Please make sure FMOD Studio is exporting banks " + "into the correct location.\n\nBanks should be exported to: {0}\nBanks files should exist in: {1}\n"), + FText::FromString(FullBankPath), FText::FromString(PlatformBankPath)); + FMessageDialog::Open(EAppMsgType::Ok, EmptyBankDirMessage); + ProblemsFound++; + } + } + + // Look for banks that may have failed to load + if (bAnyBankFiles) + { + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Auditioning); + int BankCount = 0; + StudioSystem->getBankCount(&BankCount); + TArray FailedBanks = IFMODStudioModule::Get().GetFailedBankLoads(EFMODSystemContext::Auditioning); + + if (BankCount == 0 || FailedBanks.Num() != 0) + { + FString CombinedBanks; + + for (auto Bank : FailedBanks) + { + CombinedBanks += Bank; + CombinedBanks += TEXT("\n"); + } + + FText BankLoadMessage; + + if (BankCount == 0 && FailedBanks.Num() == 0) + { + BankLoadMessage = LOCTEXT("SetStudioBuildStudio_BankLoad", "Failed to load banks\n"); + } + else if (BankCount == 0) + { + BankLoadMessage = + FText::Format(LOCTEXT("SetStudioBuildStudio_BankLoad", "Failed to load banks:\n{0}\n"), FText::FromString(CombinedBanks)); + } + else + { + BankLoadMessage = + FText::Format(LOCTEXT("SetStudioBuildStudio_BankLoad", "Some banks failed to load:\n{0}\n"), FText::FromString(CombinedBanks)); + } + + FMessageDialog::Open(EAppMsgType::Ok, BankLoadMessage); + ProblemsFound++; + } + else + { + int TotalEventCount = 0; + TArray Banks; + Banks.SetNum(BankCount); + StudioSystem->getBankList(Banks.GetData(), BankCount, &BankCount); + + for (FMOD::Studio::Bank *Bank : Banks) + { + int EventCount = 0; + Bank->getEventCount(&EventCount); + TotalEventCount += EventCount; + } + + if (TotalEventCount == 0) + { + FMessageDialog::Open(EAppMsgType::Ok, + LOCTEXT("SetStudioBuildStudio_NoEvents", + "Banks have been loaded but they didn't have any events in them. Please make sure you have added some events to banks.")); + ProblemsFound++; + } + } + } + + // Look for required plugins that have not been registered + TArray RequiredPlugins = IFMODStudioModule::Get().GetRequiredPlugins(); + + if (RequiredPlugins.Num() != 0 && Settings.PluginFiles.Num() == 0) + { + FString CombinedPlugins; + + for (auto Name : RequiredPlugins) + { + CombinedPlugins += Name; + CombinedPlugins += TEXT("\n"); + } + + FText PluginMessage = + FText::Format(LOCTEXT("SetStudioBuildStudio_Plugins", + "The banks require the following plugins, but no plugin filenames are listed in the settings:\n{0}\n"), + FText::FromString(CombinedPlugins)); + FMessageDialog::Open(EAppMsgType::Ok, PluginMessage); + ProblemsFound++; + } + + // Look for FMOD in packaging settings + UProjectPackagingSettings *PackagingSettings = Cast(UProjectPackagingSettings::StaticClass()->GetDefaultObject()); + bool bPackagingFound = false; + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.Num(); ++i) + { + // We allow subdirectory references, such as "FMOD/Mobile" + if (PackagingSettings->DirectoriesToAlwaysStageAsNonUFS[i].Path.StartsWith(Settings.BankOutputDirectory.Path)) + { + bPackagingFound = true; + break; + } + } + + int OldPackagingIndex = -1; + + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysStageAsUFS.Num(); ++i) + { + if (PackagingSettings->DirectoriesToAlwaysStageAsUFS[i].Path.StartsWith(Settings.BankOutputDirectory.Path)) + { + OldPackagingIndex = i; + break; + } + } + + if (OldPackagingIndex >= 0) + { + ProblemsFound++; + + FText message = bPackagingFound ? + LOCTEXT("PackagingFMOD_Both", + "FMOD has been added to both the \"Additional Non-Asset Directories to Copy\" and the \"Additional Non-Asset Directories to Package\" " + "lists. It is recommended to remove FMOD from the \"Additional Non-Asset Directories to Package\" list.\n\n" + "Do you want to remove it now?") : + LOCTEXT("PackagingFMOD_AskMove", + "FMOD has been added to the \"Additional Non-Asset Directories to Package\" list. " + "Packaging FMOD content may lead to deadlocks at runtime. " + "It is recommended to move FMOD to the \"Additional Non-Asset Directories to Copy\" list.\n\n" + "Do you want to move it now?"); + + if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, message)) + { + PackagingSettings->DirectoriesToAlwaysStageAsUFS.RemoveAt(OldPackagingIndex); + + if (!bPackagingFound) + { + PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.Add(Settings.BankOutputDirectory); + } + + PackagingSettings->TryUpdateDefaultConfigFile(); + } + } + else if (!bPackagingFound) + { + ProblemsFound++; + + FText message = LOCTEXT("PackagingFMOD_Ask", + "FMOD has not been added to the \"Additional Non-Asset Directories to Copy\" list.\n\nDo you want add it now?"); + + if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, message)) + { + PackagingSettings->DirectoriesToAlwaysStageAsNonUFS.Add(Settings.BankOutputDirectory); + PackagingSettings->TryUpdateDefaultConfigFile(); + } + } + + bool bAssetsFound = false; + for (int i = 0; i < PackagingSettings->DirectoriesToAlwaysCook.Num(); ++i) + { + if (PackagingSettings->DirectoriesToAlwaysCook[i].Path.StartsWith(Settings.GetFullContentPath())) + { + bAssetsFound = true; + break; + } + } + if (!bAssetsFound) + { + ProblemsFound++; + + FText message = LOCTEXT("PackagingFMOD_Ask", + "FMOD has not been added to the \"Additional Asset Directories to Cook\" list.\n\nDo you want add it now?"); + + if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, message)) + { + FDirectoryPath GeneratedDir; + for (FString folder : Settings.GeneratedFolders) + { + GeneratedDir.Path = Settings.GetFullContentPath() / folder; + PackagingSettings->DirectoriesToAlwaysCook.Add(GeneratedDir); + } + PackagingSettings->TryUpdateDefaultConfigFile(); + } + } + + // Summary + if (ProblemsFound) + { + FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("SetStudioBuildStudio_FinishedBad", "Finished validation.\n")); + } + else + { + FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("SetStudioBuildStudio_FinishedGood", "Finished validation. No problems detected.\n")); + } +} + +void FFMODStudioEditorModule::OnMainFrameLoaded(TSharedPtr InRootWindow, bool bIsNewProjectWindow) +{ + if (!bIsNewProjectWindow) + { + // Show a popup notification that allows the user to fix bad settings + const UFMODSettings& Settings = *GetDefault(); + + if (Settings.Check() != UFMODSettings::Okay) + { + FNotificationInfo Info(LOCTEXT("BadSettingsPopupTitle", "FMOD Settings Problem Detected")); + Info.bFireAndForget = false; + Info.bUseLargeFont = true; + Info.bUseThrobber = false; + Info.FadeOutDuration = 0.5f; + Info.ButtonDetails.Add(FNotificationButtonInfo(LOCTEXT("BadSettingsPopupSettings", "Settings..."), + LOCTEXT("BadSettingsPopupSettingsTT", "Open the settings editor"), + FSimpleDelegate::CreateRaw(this, &FFMODStudioEditorModule::OnBadSettingsPopupSettingsClicked))); + Info.ButtonDetails.Add(FNotificationButtonInfo(LOCTEXT("BadSettingsPopupDismiss", "Dismiss"), + LOCTEXT("BadSettingsPopupDismissTT", "Dismiss this notification"), + FSimpleDelegate::CreateRaw(this, &FFMODStudioEditorModule::OnBadSettingsPopupDismissClicked))); + + BadSettingsNotification = FSlateNotificationManager::Get().AddNotification(Info); + BadSettingsNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending); + } + } +} + +void FFMODStudioEditorModule::OnBadSettingsPopupSettingsClicked() +{ + if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + SettingsModule->ShowViewer("Project", "Plugins", "FMODStudio"); + } + + BadSettingsNotification.Pin()->ExpireAndFadeout(); +} + +void FFMODStudioEditorModule::OnBadSettingsPopupDismissClicked() +{ + BadSettingsNotification.Pin()->ExpireAndFadeout(); +} + +bool FFMODStudioEditorModule::Tick(float DeltaTime) +{ + if (!bRegisteredComponentVisualizers && GUnrealEd != nullptr) + { + // Register component visualizers (GUnrealED is required for this, but not initialized before this module loads, so we have to wait until GUnrealEd is available) + RegisterComponentVisualizer(UFMODAudioComponent::StaticClass()->GetFName(), MakeShareable(new FFMODAudioComponentVisualizer)); + + bRegisteredComponentVisualizers = true; + } + + BankUpdateNotifier.Update(DeltaTime); + + // Update listener position for Editor sound system + FMOD::Studio::System *StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Editor); + if (StudioSystem) + { + if (GCurrentLevelEditingViewportClient) + { + const FVector &ViewLocation = GCurrentLevelEditingViewportClient->GetViewLocation(); + FMatrix CameraToWorld = FRotationMatrix::Make(GCurrentLevelEditingViewportClient->GetViewRotation()); + FVector Up = CameraToWorld.GetUnitAxis(EAxis::Z); + FVector Forward = CameraToWorld.GetUnitAxis(EAxis::X); + + FMOD_3D_ATTRIBUTES Attributes = { { 0 } }; + Attributes.position = FMODUtils::ConvertWorldVector(ViewLocation); + Attributes.forward = FMODUtils::ConvertUnitVector(Forward); + Attributes.up = FMODUtils::ConvertUnitVector(Up); + + verifyfmod(StudioSystem->setListenerAttributes(0, &Attributes)); + } + } + + return true; +} + +void FFMODStudioEditorModule::BeginPIE(bool simulating) +{ + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule BeginPIE: %d"), simulating); + BankUpdateNotifier.EnableUpdate(false); + bSimulating = simulating; + bIsInPIE = true; + IFMODStudioModule::Get().SetInPIE(true, simulating); +} + +void FFMODStudioEditorModule::EndPIE(bool simulating) +{ + IFMODStudioModule::Get().PreEndPIE(); + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule EndPIE: %d"), simulating); + bSimulating = false; + bIsInPIE = false; + IFMODStudioModule::Get().SetInPIE(false, simulating); + BankUpdateNotifier.EnableUpdate(true); +} + +void FFMODStudioEditorModule::PausePIE(bool simulating) +{ + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule PausePIE%d")); + IFMODStudioModule::Get().SetSystemPaused(true); +} + +void FFMODStudioEditorModule::ResumePIE(bool simulating) +{ + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule ResumePIE")); + IFMODStudioModule::Get().SetSystemPaused(false); +} + +void FFMODStudioEditorModule::PostLoadCallback() +{ + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule PostLoadCallback")); +} + +void FFMODStudioEditorModule::ViewportDraw(UCanvas *Canvas, APlayerController *) +{ + // Only want to update based on viewport in simulate mode. + // In PIE/game, we update from the player controller instead. + if (!bSimulating) + { + return; + } + + const FSceneView *View = Canvas->SceneView; + + if (View->Drawer == GCurrentLevelEditingViewportClient) + { + UWorld *World = GCurrentLevelEditingViewportClient->GetWorld(); + const FVector &ViewLocation = GCurrentLevelEditingViewportClient->GetViewLocation(); + + FMatrix CameraToWorld = View->ViewMatrices.GetViewMatrix().InverseFast(); + FVector ProjUp = CameraToWorld.TransformVector(FVector(0, 1000, 0)); + FVector ProjRight = CameraToWorld.TransformVector(FVector(1000, 0, 0)); + + FTransform ListenerTransform(FRotationMatrix::MakeFromZY(ProjUp, ProjRight)); + ListenerTransform.SetTranslation(ViewLocation); + ListenerTransform.NormalizeRotation(); + + IFMODStudioModule::Get().SetListenerPosition(0, World, ListenerTransform, 0.0f); + IFMODStudioModule::Get().FinishSetListenerPosition(1); + } +} + +void FFMODStudioEditorModule::ShutdownModule() +{ + UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule shutdown")); + + if (UObjectInitialized()) + { + BankUpdateNotifier.BanksUpdatedEvent.RemoveAll(this); + + // Unregister tick function. + FTSTicker::GetCoreTicker().RemoveTicker(TickDelegateHandle); + + FEditorDelegates::BeginPIE.Remove(BeginPIEDelegateHandle); + FEditorDelegates::EndPIE.Remove(EndPIEDelegateHandle); + FEditorDelegates::PausePIE.Remove(PausePIEDelegateHandle); + FEditorDelegates::ResumePIE.Remove(ResumePIEDelegateHandle); + + if (ViewportDrawingDelegate.IsBound()) + { + UDebugDrawService::Unregister(ViewportDrawingDelegateHandle); + } + + FComponentAssetBrokerage::UnregisterBroker(AssetBroker); + + if (MainMenuExtender.IsValid()) + { + FLevelEditorModule *LevelEditorModule = FModuleManager::GetModulePtr("LevelEditor"); + if (LevelEditorModule) + { + LevelEditorModule->GetMenuExtensibilityManager()->RemoveExtender(MainMenuExtender); + } + } + } + + if (ISettingsModule *SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + SettingsModule->UnregisterSettings("Project", "Plugins", "FMODStudio"); + } + + // Unregister AssetTypeActions + if (FModuleManager::Get().IsModuleLoaded("AssetTools")) + { + IAssetTools &AssetTools = FModuleManager::GetModuleChecked("AssetTools").Get(); + + AssetTools.UnregisterAssetTypeActions(FMODEventAssetTypeActions.ToSharedRef()); + } + + // Unregister component visualizers + if (GUnrealEd != nullptr) + { + // Iterate over all class names we registered for + for (FName ClassName : RegisteredComponentClassNames) + { + GUnrealEd->UnregisterComponentVisualizer(ClassName); + } + } + + // Unregister sequencer track creation delegates + ISequencerModule *SequencerModule = FModuleManager::GetModulePtr("Sequencer"); + if (SequencerModule != nullptr) + { + SequencerModule->UnRegisterTrackEditor(FMODControlTrackEditorCreateTrackEditorHandle); + SequencerModule->UnRegisterTrackEditor(FMODParamTrackEditorCreateTrackEditorHandle); + } +} + +bool FFMODStudioEditorModule::HandleSettingsSaved() +{ + ProcessBanks(); + return true; +} + +void FFMODStudioEditorModule::ReloadBanks() +{ + AssetBuilder.ProcessBanks(); + IFMODStudioModule::Get().ReloadBanks(); + BanksReloadedDelegate.Broadcast(); + + // Show a reload notification + TArray FailedBanks = IFMODStudioModule::Get().GetFailedBankLoads(EFMODSystemContext::Auditioning); + FText Message; + SNotificationItem::ECompletionState State; + if (FailedBanks.Num() == 0) + { + Message = LOCTEXT("FMODBanksReloaded", "Reloaded FMOD Banks\n"); + State = SNotificationItem::CS_Success; + } + else + { + FString CombinedMessage = "Problem loading FMOD Banks:"; + for (auto Entry : FailedBanks) + { + CombinedMessage += TEXT("\n"); + CombinedMessage += Entry; + + UE_LOG(LogFMOD, Warning, TEXT("Problem loading FMOD Bank: %s"), *Entry); + } + + Message = FText::Format(LOCTEXT("FMODBanksReloaded", "{0}"), FText::FromString(CombinedMessage)); + State = SNotificationItem::CS_Fail; + } + ShowNotification(Message, State); +} + +void FFMODStudioEditorModule::ShowNotification(const FText &Text, SNotificationItem::ECompletionState State) +{ + FNotificationInfo Info(Text); + Info.Image = FAppStyle::GetBrush(TEXT("NoBrush")); + Info.FadeInDuration = 0.1f; + Info.FadeOutDuration = 0.5f; + Info.ExpireDuration = State == SNotificationItem::CS_Fail ? 6.0f : 1.5f; + Info.bUseThrobber = false; + Info.bUseSuccessFailIcons = true; + Info.bUseLargeFont = true; + Info.bFireAndForget = false; + Info.bAllowThrottleWhenFrameRateIsLow = false; + auto NotificationItem = FSlateNotificationManager::Get().AddNotification(Info); + NotificationItem->SetCompletionState(State); + NotificationItem->ExpireAndFadeout(); + + if (GCurrentLevelEditingViewportClient) + { + // Refresh any 3d event visualization + GCurrentLevelEditingViewportClient->bNeedsRedraw = true; + } +} + +void FFMODStudioEditorModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr Visualizer) +{ + if (GUnrealEd != nullptr) + { + GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer); + } + + RegisteredComponentClassNames.Add(ComponentClassName); + + if (Visualizer.IsValid()) + { + Visualizer->OnRegister(); + } +} + +#undef LOCTEXT_NAMESPACE \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorPrivatePCH.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorPrivatePCH.h new file mode 100644 index 00000000..6d26c7ca --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorPrivatePCH.h @@ -0,0 +1,19 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. +#pragma once + +#include "Runtime/Engine/Classes/Components/SceneComponent.h" +#include "Runtime/Engine/Classes/Camera/CameraComponent.h" +#include "Runtime/Engine/Classes/Curves/IntegralCurve.h" +#include "Runtime/Engine/Classes/Curves/NameCurve.h" +#include "Runtime/Engine/Classes/Curves/RichCurve.h" +#include "Runtime/MovieScene/Public/MovieScene.h" +#include "Runtime/MovieScene/Public/KeyParams.h" + +#include "Editor/Sequencer/Public/ISectionLayoutBuilder.h" +#include "Editor/Sequencer/Public/ISequencerSection.h" +#include "Editor/Sequencer/Public/MovieSceneTrackEditor.h" +#include "Runtime/MovieScene/Public/MovieSceneCommonHelpers.h" +#include "Runtime/MovieScene/Public/MovieSceneSection.h" +#include "Editor/UnrealEd/Public/ScopedTransaction.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogFMOD, Log, All); \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioStyle.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioStyle.cpp new file mode 100644 index 00000000..2ce285b4 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioStyle.cpp @@ -0,0 +1,53 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODStudioStyle.h" +#include "Styling/SlateStyleRegistry.h" +#include "Editor/EditorStyle/Public/Interfaces/IEditorStyleModule.h" +#include "Modules/ModuleManager.h" + + +////////////////////////////////////////////////////////////////////////// +// FFMODStudioStyle + +TSharedPtr FFMODStudioStyle::StyleInstance = NULL; + +void FFMODStudioStyle::Initialize() +{ + if (!StyleInstance.IsValid()) + { + StyleInstance = Create(); + FSlateStyleRegistry::RegisterSlateStyle(*StyleInstance); + } +} + +#define IMAGE_BRUSH(RelativePath, ...) FSlateImageBrush(Style->RootToContentDir(RelativePath, TEXT(".png")), __VA_ARGS__) + +TSharedRef FFMODStudioStyle::Create() +{ + TSharedRef Style = MakeShared(TEXT("FMODStudioStyle")); + + Style->SetContentRoot(FPaths::EngineContentDir() / TEXT("Editor/Slate")); + + const FVector2D Icon16x16(16.0f, 16.0f); + const FVector2D Icon64x64(64.0f, 64.0f); + + Style->Set("ClassIcon.FMODAmbientSound", new IMAGE_BRUSH(TEXT("Icons/AssetIcons/AmbientSound_16x"), Icon16x16)); + Style->Set("ClassThumbnail.FMODAmbientSound", new IMAGE_BRUSH(TEXT("Icons/AssetIcons/AmbientSound_64x"), Icon64x64)); + Style->Set("ClassIcon.FMODAudioComponent", new IMAGE_BRUSH(TEXT("Icons/ActorIcons/SoundActor_16x"), Icon16x16)); + Style->Set("ClassIcon.FMODAsset", new IMAGE_BRUSH(TEXT("Icons/ActorIcons/SoundActor_16x"), Icon16x16)); + + return Style; +} + +#undef IMAGE_BRUSH + +void FFMODStudioStyle::Shutdown() +{ + ensureMsgf(StyleInstance.IsValid(), TEXT("%S called, but StyleInstance wasn't initialized"), __FUNCTION__); + FSlateStyleRegistry::UnRegisterSlateStyle(*StyleInstance); + ensure(StyleInstance.IsUnique()); + StyleInstance.Reset(); +} + +////////////////////////////////////////////////////////////////////////// + diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioStyle.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioStyle.h new file mode 100644 index 00000000..957e6b4a --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioStyle.h @@ -0,0 +1,24 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once +#include "Styling/SlateStyle.h" +#include "EditorStyleSet.h" + +class FFMODStudioStyle +{ +public: + static void Initialize(); + + static FName GetStyleSetName(); + + static void Shutdown(); + +private: + static TSharedRef Create(); + +private: + static TSharedPtr StyleInstance; + +private: + FFMODStudioStyle() {} +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/SFMODEventEditorPanel.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/SFMODEventEditorPanel.cpp new file mode 100644 index 00000000..cf9c83c9 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/SFMODEventEditorPanel.cpp @@ -0,0 +1,285 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "SFMODEventEditorPanel.h" +#include "FMODStudioModule.h" +#include "FMODUtils.h" +#include "Input/Reply.h" +#include "Widgets/Input/SNumericEntryBox.h" +#include "Widgets/Layout/SExpandableArea.h" +#include "Editor/EditorStyle/Public/EditorStyleSet.h" +#include "Widgets/Input/SButton.h" +#include "Widgets/Layout/SScrollBox.h" +#include "fmod_studio.hpp" + +#define LOCTEXT_NAMESPACE "FMODEventEditor" + +SFMODEventEditorPanel::~SFMODEventEditorPanel() +{ +} + +void SFMODEventEditorPanel::Construct(const FArguments &InArgs) +{ + FMODEventEditorPtr = InArgs._FMODEventEditor; + + FMOD::Studio::EventDescription *EventDescription = FMODEventEditorPtr.Pin()->GetEventDescription(); + + TSharedRef ToolbarBorder = ConstructToolbar(EventDescription); + TSharedRef InfoArea = ConstructInfo(EventDescription); + TSharedRef ParametersArea = ConstructParameters(EventDescription); + TSharedRef UserPropertiesArea = ConstructUserProperties(EventDescription); + + TSharedRef ChildWidget = SNew(SVerticalBox) + SVerticalBox::Slot().AutoHeight().Padding(0.0f, 3.0f)[InfoArea] + + SVerticalBox::Slot().AutoHeight().Padding(0.0f, 3.0f)[ParametersArea] + + SVerticalBox::Slot().AutoHeight().Padding(0.0f, 3.0f)[UserPropertiesArea]; + + ChildSlot[SNew(SVerticalBox) + SVerticalBox::Slot().AutoHeight().Padding(0.0f, 3.0f)[ToolbarBorder] + + SVerticalBox::Slot().FillHeight( + 1.0f)[SNew(SScrollBox) + + SScrollBox::Slot().Padding(0.0f)[SNew(SVerticalBox) + SVerticalBox::Slot().AutoHeight().Padding(0.0f)[ChildWidget]]]]; +} + +TSharedRef SFMODEventEditorPanel::ConstructToolbar(FMOD::Studio::EventDescription *EventDescription) +{ + float MinDistance = 0.0f; + float MaxDistance = 0.0f; + int32 EventLengthMS = 0; + bool bIsOneshot = false, bIsStream = false, bIs3D = false; + if (EventDescription != nullptr) + { + EventDescription->getMinMaxDistance(&MinDistance, &MaxDistance); + EventDescription->getLength(&EventLengthMS); + EventDescription->isOneshot(&bIsOneshot); + EventDescription->isStream(&bIsStream); + EventDescription->is3D(&bIs3D); + } + + const FTimespan EventLength = FTimespan::FromMilliseconds((double)EventLengthMS); + const FString EventLengthString = + EventLength.GetHours() <= 0 ? EventLength.ToString(TEXT("%m:%s.%f")) : EventLength.ToString(TEXT("%h:%m:%s.%f")); + + const FText RadiusText = + FText::Format(LOCTEXT("RadiusFormat", "Distance Attenuation: {0}m to {1}m"), FText::AsNumber(MinDistance), FText::AsNumber(MaxDistance)); + const FText LengthText = FText::Format(LOCTEXT("LengthFormat", "Length: {0}"), FText::FromString(EventLengthString)); + + FText EventInfoText; + if (bIs3D && bIsOneshot) + { + EventInfoText = FText::Format(LOCTEXT("RadiusLengthFormat", "{0} - {1}"), RadiusText, LengthText); + } + else if (!bIs3D && bIsOneshot) + { + EventInfoText = LengthText; + } + else if (bIs3D && !bIsOneshot) + { + EventInfoText = RadiusText; + } + + return SNew(SBorder) + .BorderImage(FAppStyle::Get().GetBrush("ToolPanel.GroupBorder")) + .Padding(6.0f) + .Content()[SNew(SHorizontalBox) + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(0.0f, 0.0f, 2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Left)[SNew(SButton) + .VAlign(VAlign_Center) + .Text(LOCTEXT("Play", "Play")) + .ContentPadding(4) + .OnClicked(this, &SFMODEventEditorPanel::OnClickedPlay)] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Left) + [SNew(SButton).Text(LOCTEXT("Pause", "Pause")).ContentPadding(4).OnClicked(this, &SFMODEventEditorPanel::OnClickedPause)] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Left)[SNew(SButton) + .VAlign(VAlign_Center) + .Text(LOCTEXT("Stop", "Stop")) + .ContentPadding(4) + .OnClicked(this, &SFMODEventEditorPanel::OnClickedStop)] + + SHorizontalBox::Slot() + .FillWidth(1.0f) + .Padding(2.0f, 0.0f) + .VAlign(VAlign_Center) + .HAlign(HAlign_Right)[SNew(STextBlock).Text(EventInfoText)]]; +} + +void AddTextField(TSharedRef &InfoBox, const TCHAR *Name, const FText &Value) +{ + InfoBox->AddSlot().Padding( + 4.0f, 3.0f)[SNew(SHorizontalBox) + SHorizontalBox::Slot().FillWidth(0.3f)[SNew(STextBlock).Text(FText::FromString(Name))] + + SHorizontalBox::Slot()[SNew(SEditableText).Text(Value).IsReadOnly(true)]]; +} + +void AddBoolField(TSharedRef &InfoBox, const TCHAR *Name, bool bValue) +{ + AddTextField(InfoBox, Name, bValue ? LOCTEXT("True", "True") : LOCTEXT("False", "False")); +} + +void AddFloatField(TSharedRef &InfoBox, const TCHAR *Name, float Value) +{ + AddTextField(InfoBox, Name, FText::AsNumber(Value)); +} + +TSharedRef MakeBox(TSharedRef &InfoBox, const FText &Value) +{ + return SNew(SExpandableArea) + .AreaTitle(Value) + .InitiallyCollapsed(false) + .BodyContent()[SNew(SBorder).BorderImage(FCoreStyle::Get().GetBrush("NoBorder")).Padding(4.0f).Content()[InfoBox]]; +} + +TSharedRef SFMODEventEditorPanel::ConstructInfo(FMOD::Studio::EventDescription *EventDescription) +{ + TSharedRef InfoBox = SNew(SVerticalBox); + + if (EventDescription != nullptr) + { + FString EventPath = FMODUtils::GetPath(EventDescription); + FGuid Guid = FMODUtils::GetID(EventDescription); + + int Length = 0.0f; + float MinDist = 0.0f; + float MaxDist = 0.0f; + EventDescription->getLength(&Length); + EventDescription->getMinMaxDistance(&MinDist, &MaxDist); + + bool bOneShot = false; + bool bStream = false; + bool b3D = false; + EventDescription->isOneshot(&bOneShot); + EventDescription->isStream(&bStream); + EventDescription->is3D(&b3D); + + AddTextField(InfoBox, TEXT("Path"), FText::FromString(EventPath)); + AddTextField(InfoBox, TEXT("Guid"), FText::FromString(Guid.ToString(EGuidFormats::DigitsWithHyphensInBraces))); + AddBoolField(InfoBox, TEXT("OneShot"), bOneShot); + AddBoolField(InfoBox, TEXT("Streaming"), bStream); + AddBoolField(InfoBox, TEXT("3D"), b3D); + + AddFloatField(InfoBox, TEXT("Length"), static_cast(Length)); + if (b3D) + { + AddFloatField(InfoBox, TEXT("Min Dist"), MinDist); + AddFloatField(InfoBox, TEXT("Max Dist"), MaxDist); + } + } + + return MakeBox(InfoBox, LOCTEXT("EventInfo", "Event Info")); +} + +TSharedRef SFMODEventEditorPanel::ConstructParameters(FMOD::Studio::EventDescription *EventDescription) +{ + auto EventEditor = FMODEventEditorPtr.Pin(); + TSharedRef ParametersBox = SNew(SVerticalBox); + + FNumberFormattingOptions Options; + Options.MinimumFractionalDigits = 1; + + if (EventDescription != nullptr) + { + int32 ParameterCount; + EventDescription->getParameterDescriptionCount(&ParameterCount); + for (int32 ParamIdx = 0; ParamIdx < ParameterCount; ParamIdx++) + { + FMOD_STUDIO_PARAMETER_DESCRIPTION Parameter; + EventDescription->getParameterDescriptionByIndex(ParamIdx, &Parameter); + + EventEditor->AddParameter(Parameter.id, Parameter.minimum); + + const FString ParameterName = Parameter.type == FMOD_STUDIO_PARAMETER_GAME_CONTROLLED ? FString(UTF8_TO_TCHAR(Parameter.name)) : + FMODUtils::ParameterTypeToString(Parameter.type); + const FText ToolTipText = FText::Format(LOCTEXT("ParameterTooltipFormat", "{0} (Min Value: {1} - Max Value: {2})"), + FText::FromString(ParameterName), FText::AsNumber(Parameter.minimum, &Options), FText::AsNumber(Parameter.maximum, &Options)); + + ParametersBox->AddSlot().Padding(4.0f, + 2.0f)[SNew(SHorizontalBox).ToolTipText(ToolTipText) + + SHorizontalBox::Slot().FillWidth(0.3f)[SNew(STextBlock).Text(FText::FromString(ParameterName))] + + SHorizontalBox::Slot().MaxWidth(200.0f)[SNew(SNumericEntryBox) + .Value(this, &SFMODEventEditorPanel::GetParameterValue, Parameter.id) + .OnValueChanged(this, &SFMODEventEditorPanel::OnParameterValueChanged, Parameter.id) + .AllowSpin(true) + .MinValue(Parameter.minimum) + .MaxValue(Parameter.maximum) + .MinSliderValue(Parameter.minimum) + .MaxSliderValue(Parameter.maximum) + .Delta(0.01f)]]; + } + } + + return MakeBox(ParametersBox, LOCTEXT("EventParameters", "Event Parameters")); +} + +TSharedRef SFMODEventEditorPanel::ConstructUserProperties(FMOD::Studio::EventDescription *EventDescription) +{ + TSharedRef UserPropertiesBox = SNew(SVerticalBox); + + if (EventDescription != nullptr) + { + int32 UserPropertyCount; + EventDescription->getUserPropertyCount(&UserPropertyCount); + for (int32 PropertyIdx = 0; PropertyIdx < UserPropertyCount; PropertyIdx++) + { + FMOD_STUDIO_USER_PROPERTY UserProperty; + EventDescription->getUserPropertyByIndex(PropertyIdx, &UserProperty); + + FText PropertyText; + switch (UserProperty.type) + { + case FMOD_STUDIO_USER_PROPERTY_TYPE_INTEGER: + PropertyText = FText::AsNumber(UserProperty.intvalue); + break; + case FMOD_STUDIO_USER_PROPERTY_TYPE_BOOLEAN: + PropertyText = UserProperty.boolvalue ? LOCTEXT("True", "True") : LOCTEXT("False", "False"); + break; + case FMOD_STUDIO_USER_PROPERTY_TYPE_FLOAT: + PropertyText = FText::AsNumber(UserProperty.floatvalue); + break; + case FMOD_STUDIO_USER_PROPERTY_TYPE_STRING: + PropertyText = FText::FromString(UTF8_TO_TCHAR(UserProperty.stringvalue)); + break; + } + + FString UserName(UTF8_TO_TCHAR(UserProperty.name)); + AddTextField(UserPropertiesBox, *UserName, PropertyText); + } + } + + return MakeBox(UserPropertiesBox, LOCTEXT("EventUserProperties", "Event User Properties")); +} + +FReply SFMODEventEditorPanel::OnClickedPlay() +{ + FMODEventEditorPtr.Pin()->PlayEvent(); + return FReply::Handled(); +} + +FReply SFMODEventEditorPanel::OnClickedStop() +{ + FMODEventEditorPtr.Pin()->StopEvent(); + return FReply::Handled(); +} + +FReply SFMODEventEditorPanel::OnClickedPause() +{ + FMODEventEditorPtr.Pin()->PauseEvent(); + return FReply::Handled(); +} + +void SFMODEventEditorPanel::OnParameterValueChanged(float NewValue, FMOD_STUDIO_PARAMETER_ID ParameterId) +{ + FMODEventEditorPtr.Pin()->SetParameterValue(ParameterId, NewValue); +} + +TOptional SFMODEventEditorPanel::GetParameterValue(FMOD_STUDIO_PARAMETER_ID ParameterId) const +{ + return FMODEventEditorPtr.Pin()->GetParameterValue(ParameterId); +} + +#undef LOC_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/SFMODEventEditorPanel.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/SFMODEventEditorPanel.h new file mode 100644 index 00000000..cdee4d8f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/SFMODEventEditorPanel.h @@ -0,0 +1,42 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "FMODEventEditor.h" + +namespace FMOD +{ +namespace Studio +{ +class EventDescription; +} +} + +class SFMODEventEditorPanel : public SCompoundWidget +{ +public: + SLATE_BEGIN_ARGS(SFMODEventEditorPanel) {} + SLATE_ARGUMENT(TWeakPtr, FMODEventEditor) + SLATE_END_ARGS() + + ~SFMODEventEditorPanel(); + + /** SCompoundWidget interface */ + void Construct(const FArguments &InArgs); + +private: + TSharedRef ConstructToolbar(FMOD::Studio::EventDescription *EventDescription); + TSharedRef ConstructInfo(FMOD::Studio::EventDescription *EventDescription); + TSharedRef ConstructParameters(FMOD::Studio::EventDescription *EventDescription); + TSharedRef ConstructUserProperties(FMOD::Studio::EventDescription *EventDescription); + + /** Editor that owns this panel */ + TWeakPtr FMODEventEditorPtr; + + FReply OnClickedPlay(); + FReply OnClickedStop(); + FReply OnClickedPause(); + + TOptional GetParameterValue(FMOD_STUDIO_PARAMETER_ID ParameterId) const; + void OnParameterValueChanged(float NewValue, FMOD_STUDIO_PARAMETER_ID ParameterId); +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODChannelEditors.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODChannelEditors.cpp new file mode 100644 index 00000000..e88acadb --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODChannelEditors.cpp @@ -0,0 +1,185 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "Sequencer/FMODChannelEditors.h" +#include "ISequencerChannelInterface.h" +#include "Widgets/DeclarativeSyntaxSupport.h" +#include "Widgets/SCompoundWidget.h" +#include "MovieSceneTimeHelpers.h" +#include "MovieSceneToolHelpers.h" +#include "ScopedTransaction.h" +#include "Editor/EditorWidgets/Public/SEnumCombo.h" +#include "EditorStyleSet.h" +#include "Channels/MovieSceneChannelTraits.h" + +class SFMODEventControlKeyEditor : public SCompoundWidget +{ +public: + SLATE_BEGIN_ARGS(SFMODEventControlKeyEditor) {} + SLATE_END_ARGS(); + + void Construct(const FArguments &InArgs, TMovieSceneChannelHandle InChannelHandle, + TWeakObjectPtr InWeakSection, TWeakPtr InWeakSequencer, UEnum *InEnum) + { + ChannelHandle = InChannelHandle; + WeakSection = InWeakSection; + WeakSequencer = InWeakSequencer; + + ChildSlot[MovieSceneToolHelpers::MakeEnumComboBox(InEnum, + TAttribute::Create(TAttribute::FGetter::CreateSP(this, &SFMODEventControlKeyEditor::OnGetCurrentValueAsInt)), + SEnumComboBox::FOnEnumSelectionChanged::CreateSP(this, &SFMODEventControlKeyEditor::OnChangeKey))]; + } + +private: + int32 OnGetCurrentValueAsInt() const + { + using namespace UE::MovieScene; + + FFMODEventControlChannel *Channel = ChannelHandle.Get(); + ISequencer *Sequencer = WeakSequencer.Pin().Get(); + UMovieSceneSection *OwningSection = WeakSection.Get(); + uint8 Result = 0; + + if (Channel && Sequencer && OwningSection) + { + const FFrameTime CurrentTime = UE::MovieScene::ClampToDiscreteRange(Sequencer->GetLocalTime().Time, OwningSection->GetRange()); + EvaluateChannel(Channel, CurrentTime, Result); + } + + return Result; + } + + void SetValue(uint8 InValue) + { + using namespace UE::MovieScene; + + UMovieSceneSection *OwningSection = WeakSection.Get(); + if (!OwningSection) + { + return; + } + + OwningSection->SetFlags(RF_Transactional); + + FFMODEventControlChannel *Channel = ChannelHandle.Get(); + ISequencer *Sequencer = WeakSequencer.Pin().Get(); + + if (!OwningSection->TryModify() || !Channel || !Sequencer) + { + return; + } + + const FFrameNumber CurrentTime = Sequencer->GetLocalTime().Time.FloorToFrame(); + const bool bAutoSetTrackDefaults = Sequencer->GetAutoSetTrackDefaults(); + + EMovieSceneKeyInterpolation Interpolation = Sequencer->GetKeyInterpolation(); + + TArray KeysAtCurrentTime; + Channel->GetKeys(TRange(CurrentTime), nullptr, &KeysAtCurrentTime); + + if (KeysAtCurrentTime.Num() > 0) + { + AssignValue(Channel, KeysAtCurrentTime[0], InValue); + } + else + { + const bool bHasAnyKeys = Channel->GetNumKeys() != 0; + + if (bHasAnyKeys || bAutoSetTrackDefaults == false) + { + // When auto setting track defaults are disabled, add a key even when it's empty so that the changed + // value is saved and is propagated to the property. + AddKeyToChannel(Channel, CurrentTime, InValue, Interpolation); + } + + if (bHasAnyKeys) + { + TRange KeyRange = TRange(CurrentTime); + TRange SectionRange = OwningSection->GetRange(); + + if (!SectionRange.Contains(KeyRange)) + { + OwningSection->SetRange(TRange::Hull(KeyRange, SectionRange)); + } + } + } + + // Always update the default value when auto-set default values is enabled so that the last changes + // are always saved to the track. + if (bAutoSetTrackDefaults) + { + SetChannelDefault(Channel, InValue); + } + } + + void OnChangeKey(int32 Selection, ESelectInfo::Type SelectionType) + { + FScopedTransaction Transaction(FText::FromString("Set FMOD Event Control Key Value")); + SetValue(Selection); + if (ISequencer *Sequencer = WeakSequencer.Pin().Get()) + { + Sequencer->NotifyMovieSceneDataChanged(EMovieSceneDataChangeType::TrackValueChangedRefreshImmediately); + } + } + + TMovieSceneChannelHandle ChannelHandle; + TWeakObjectPtr WeakSection; + TWeakPtr WeakSequencer; +}; + +bool CanCreateKeyEditor(const FFMODEventControlChannel *Channel) +{ + return true; +} + +TSharedRef CreateKeyEditor(const TMovieSceneChannelHandle &Channel, UMovieSceneSection *Section, + const FGuid &InObjectBindingID, TWeakPtr PropertyBindings, TWeakPtr InSequencer) +{ + const FFMODEventControlChannel *RawChannel = Channel.Get(); + + if (!RawChannel) + { + return SNullWidget::NullWidget; + } + + UEnum *Enum = RawChannel->GetEnum(); + return SNew(SFMODEventControlKeyEditor, Channel, Section, InSequencer, Enum); +} + +void DrawKeys(FFMODEventControlChannel *Channel, TArrayView InKeyHandles, const UMovieSceneSection* InOwner, TArrayView OutKeyDrawParams) +{ + static const FName KeyLeftBrushName("Sequencer.KeyLeft"); + static const FName KeyRightBrushName("Sequencer.KeyRight"); + static const FName KeyDiamondBrushName("Sequencer.KeyDiamond"); + + const FSlateBrush *LeftKeyBrush = FAppStyle::GetBrush(KeyLeftBrushName); + const FSlateBrush *RightKeyBrush = FAppStyle::GetBrush(KeyRightBrushName); + const FSlateBrush *DiamondBrush = FAppStyle::GetBrush(KeyDiamondBrushName); + + TMovieSceneChannelData ChannelData = Channel->GetData(); + + for (int32 Index = 0; Index < InKeyHandles.Num(); ++Index) + { + FKeyHandle Handle = InKeyHandles[Index]; + + FKeyDrawParams Params; + Params.BorderBrush = Params.FillBrush = DiamondBrush; + + const int32 KeyIndex = ChannelData.GetIndex(Handle); + if (KeyIndex != INDEX_NONE) + { + const EFMODEventControlKey Value = (EFMODEventControlKey)ChannelData.GetValues()[KeyIndex]; + if (Value == EFMODEventControlKey::Play) + { + Params.BorderBrush = Params.FillBrush = LeftKeyBrush; + Params.FillOffset = FVector2D(-1.0f, 1.0f); + } + else if (Value == EFMODEventControlKey::Stop) + { + Params.BorderBrush = Params.FillBrush = RightKeyBrush; + Params.FillOffset = FVector2D(1.0f, 1.0f); + } + } + + OutKeyDrawParams[Index] = Params; + } +} diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODChannelEditors.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODChannelEditors.h new file mode 100644 index 00000000..b6eb8b54 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODChannelEditors.h @@ -0,0 +1,14 @@ +#pragma once + +#include "MVVM/Views/KeyDrawParams.h" +#include "Channels/MovieSceneChannelHandle.h" +#include "Sequencer/FMODEventControlSection.h" + +/** Key editor overrides */ +bool CanCreateKeyEditor(const FFMODEventControlChannel* Channel); + +TSharedRef CreateKeyEditor(const TMovieSceneChannelHandle& Channel, UMovieSceneSection* Section, + const FGuid& InObjectBindingID, TWeakPtr PropertyBindings, TWeakPtr InSequencer); + +/** Key drawing overrides */ +void DrawKeys(FFMODEventControlChannel *Channel, TArrayView InKeyHandles, const UMovieSceneSection* InOwner, TArrayView OutKeyDrawParams); diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventControlTrackEditor.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventControlTrackEditor.cpp new file mode 100644 index 00000000..17f45b4b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventControlTrackEditor.cpp @@ -0,0 +1,195 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventControlTrackEditor.h" +#include "FMODAmbientSound.h" +#include "Sequencer/FMODEventControlSection.h" +#include "Sequencer/FMODEventControlTrack.h" +#include "AnimatedRange.h" +#include "Rendering/DrawElements.h" +#include "Framework/MultiBox/MultiBoxBuilder.h" +#include "Curves/IntegralCurve.h" +#include "SequencerSectionPainter.h" +#include "EditorStyleSet.h" +#include "Editor/UnrealEdEngine.h" +#include "ISectionLayoutBuilder.h" +#include "CommonMovieSceneTools.h" +#include "Channels/MovieSceneChannelProxy.h" +#include "Channels/MovieSceneChannelEditorData.h" + +#define LOCTEXT_NAMESPACE "FFMODEventControlTrackEditor" + +FFMODEventControlSection::FFMODEventControlSection(UMovieSceneSection &InSection, TSharedRef InOwningSequencer) + : Section(InSection) + , OwningSequencerPtr(InOwningSequencer) +{ +} + +UMovieSceneSection *FFMODEventControlSection::GetSectionObject() +{ + return &Section; +} + +float FFMODEventControlSection::GetSectionHeight() const +{ + static const float SectionHeight = 20.f; + return SectionHeight; +} + +int32 FFMODEventControlSection::OnPaintSection(FSequencerSectionPainter &InPainter) const +{ + TSharedPtr OwningSequencer = OwningSequencerPtr.Pin(); + + if (!OwningSequencer.IsValid()) + { + return InPainter.LayerId + 1; + } + + const ESlateDrawEffect DrawEffects = InPainter.bParentEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect; + const FTimeToPixel &TimeToPixelConverter = InPainter.GetTimeConverter(); + + FLinearColor TrackColor; + + // TODO: Set / clip stop time based on event length + UFMODEventControlSection *ControlSection = Cast(&Section); + if (IsValid(ControlSection)) + { + UFMODEventControlTrack *ParentTrack = Cast(ControlSection->GetOuter()); + if (IsValid(ParentTrack)) + { + TrackColor = ParentTrack->GetColorTint(); + } + } + + // TODO: This should only draw the visible ranges. + TArray> DrawRanges; + TOptional CurrentRangeStart; + + if (ControlSection != nullptr) + { + TMovieSceneChannelData ChannelData = ControlSection->ControlKeys.GetData(); + TArrayView Times = ChannelData.GetTimes(); + TArrayView Values = ChannelData.GetValues(); + + for (int32 Index = 0; Index < Times.Num(); ++Index) + { + const double Time = Times[Index] / TimeToPixelConverter.GetTickResolution(); + const EFMODEventControlKey Value = (EFMODEventControlKey)Values[Index]; + + if (Value == EFMODEventControlKey::Play) + { + if (CurrentRangeStart.IsSet() == false) + { + CurrentRangeStart = Time; + } + } + if (Value == EFMODEventControlKey::Stop) + { + if (CurrentRangeStart.IsSet()) + { + DrawRanges.Add(TRange(CurrentRangeStart.GetValue(), Time)); + CurrentRangeStart.Reset(); + } + } + } + } + + if (CurrentRangeStart.IsSet()) + { + DrawRanges.Add(TRange(CurrentRangeStart.GetValue(), OwningSequencer->GetViewRange().GetUpperBoundValue())); + } + + for (const TRange &DrawRange : DrawRanges) + { + float XOffset = TimeToPixelConverter.SecondsToPixel(DrawRange.GetLowerBoundValue()); + float XSize = TimeToPixelConverter.SecondsToPixel(DrawRange.GetUpperBoundValue()) - XOffset; + FSlateDrawElement::MakeBox(InPainter.DrawElements, InPainter.LayerId, + InPainter.SectionGeometry.ToPaintGeometry( + FVector2D(XSize, SequencerSectionConstants::KeySize.Y), + FSlateLayoutTransform(1.0f, FVector2D(XOffset, (InPainter.SectionGeometry.GetLocalSize().Y - SequencerSectionConstants::KeySize.Y) / 2))), + FAppStyle::GetBrush("Sequencer.Section.Background"), DrawEffects); + FSlateDrawElement::MakeBox(InPainter.DrawElements, InPainter.LayerId, + InPainter.SectionGeometry.ToPaintGeometry( + FVector2D(XSize, SequencerSectionConstants::KeySize.Y), + FSlateLayoutTransform(1.0f, FVector2D(XOffset, (InPainter.SectionGeometry.GetLocalSize().Y - SequencerSectionConstants::KeySize.Y) / 2))), + FAppStyle::GetBrush("Sequencer.Section.BackgroundTint"), DrawEffects, TrackColor); + } + + return InPainter.LayerId + 1; +} + +FFMODEventControlTrackEditor::FFMODEventControlTrackEditor(TSharedRef InSequencer) + : FMovieSceneTrackEditor(InSequencer) +{ +} + +TSharedRef FFMODEventControlTrackEditor::CreateTrackEditor(TSharedRef InSequencer) +{ + return MakeShareable(new FFMODEventControlTrackEditor(InSequencer)); +} + +bool FFMODEventControlTrackEditor::SupportsType(TSubclassOf Type) const +{ + return Type == UFMODEventControlTrack::StaticClass(); +} + +TSharedRef FFMODEventControlTrackEditor::MakeSectionInterface( + UMovieSceneSection &SectionObject, UMovieSceneTrack &Track, FGuid ObjectBinding) +{ + check(SupportsType(SectionObject.GetOuter()->GetClass())); + const TSharedPtr OwningSequencer = GetSequencer(); + return MakeShareable(new FFMODEventControlSection(SectionObject, OwningSequencer.ToSharedRef())); +} + +void FFMODEventControlTrackEditor::BuildObjectBindingTrackMenu(FMenuBuilder &MenuBuilder, const TArray &ObjectBindings, const UClass *ObjectClass) +{ + if (ObjectClass->IsChildOf(AFMODAmbientSound::StaticClass()) || ObjectClass->IsChildOf(UFMODAudioComponent::StaticClass())) + { + const TSharedPtr ParentSequencer = GetSequencer(); + + MenuBuilder.AddMenuEntry(LOCTEXT("AddFMODEventControlTrack", "FMOD Event Control Track"), + LOCTEXT("FMODEventControlTooltip", "Adds a track for controlling FMOD event."), FSlateIcon(), + FUIAction(FExecuteAction::CreateSP(this, &FFMODEventControlTrackEditor::AddControlKey, ObjectBindings))); + } +} + +void FFMODEventControlTrackEditor::AddControlKey(TArray ObjectGuids) +{ + TSharedPtr SequencerPtr = GetSequencer(); + for (FGuid ObjectGuid : ObjectGuids) + { + UObject *Object = SequencerPtr.IsValid() ? SequencerPtr->FindSpawnedObjectOrTemplate(ObjectGuid) : nullptr; + + if (Object) + { + AnimatablePropertyChanged(FOnKeyProperty::CreateRaw(this, &FFMODEventControlTrackEditor::AddKeyInternal, Object)); + } + } +} + +FKeyPropertyResult FFMODEventControlTrackEditor::AddKeyInternal(FFrameNumber KeyTime, UObject *Object) +{ + FKeyPropertyResult KeyPropertyResult; + + FFindOrCreateHandleResult HandleResult = FindOrCreateHandleToObject(Object); + FGuid ObjectHandle = HandleResult.Handle; + KeyPropertyResult.bHandleCreated |= HandleResult.bWasCreated; + + if (ObjectHandle.IsValid()) + { + FFindOrCreateTrackResult TrackResult = FindOrCreateTrackForObject(ObjectHandle, UFMODEventControlTrack::StaticClass()); + UMovieSceneTrack *Track = TrackResult.Track; + KeyPropertyResult.bTrackCreated |= TrackResult.bWasCreated; + + if (KeyPropertyResult.bTrackCreated && ensure(Track)) + { + UFMODEventControlTrack *EventTrack = Cast(Track); + EventTrack->AddNewSection(KeyTime); + EventTrack->SetDisplayName(LOCTEXT("TrackName", "FMOD Event")); + KeyPropertyResult.bTrackModified = true; + } + } + + return KeyPropertyResult; +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventControlTrackEditor.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventControlTrackEditor.h new file mode 100644 index 00000000..76dcb9cc --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventControlTrackEditor.h @@ -0,0 +1,59 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "CoreMinimal.h" +#include "Misc/Guid.h" +#include "Templates/SubclassOf.h" +#include "Curves/KeyHandle.h" +#include "ISequencer.h" +#include "MovieSceneTrack.h" +#include "ISequencerSection.h" +#include "ISequencerTrackEditor.h" +#include "MovieSceneTrackEditor.h" + +class FMenuBuilder; +class FSequencerSectionPainter; + +/** FMOD Event control track */ +class FFMODEventControlTrackEditor : public FMovieSceneTrackEditor +{ +public: + FFMODEventControlTrackEditor(TSharedRef InSequencer); + + static TSharedRef CreateTrackEditor(TSharedRef OwningSequencer); + + void AddControlKey(TArray ObjectGuids); + + // Begin ISequencerTrackEditor interface + virtual void BuildObjectBindingTrackMenu(FMenuBuilder &MenuBuilder, const TArray &ObjectBindings, const UClass *ObjectClass) override; + virtual TSharedRef MakeSectionInterface( + UMovieSceneSection &SectionObject, UMovieSceneTrack &Track, FGuid ObjectBinding) override; + virtual bool SupportsType(TSubclassOf Type) const override; + // End ISequencerTrackEditor interface + +private: + /** Delegate for AnimatablePropertyChanged in AddKey. */ + virtual FKeyPropertyResult AddKeyInternal(FFrameNumber KeyTime, UObject *Object); +}; + +/** Class for event control sections. */ +class FFMODEventControlSection : public ISequencerSection, public TSharedFromThis +{ +public: + FFMODEventControlSection(UMovieSceneSection &InSection, TSharedRef InOwningSequencer); + + // Begin ISequencerSection interface + virtual UMovieSceneSection *GetSectionObject() override; + virtual float GetSectionHeight() const override; + virtual int32 OnPaintSection(FSequencerSectionPainter &InPainter) const override; + virtual bool SectionIsResizable() const override { return false; } + // End ISequencerSection interface + +private: + /** The section we are visualizing. */ + UMovieSceneSection &Section; + + /** The sequencer that owns this section */ + TWeakPtr OwningSequencerPtr; +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventParameterTrackEditor.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventParameterTrackEditor.cpp new file mode 100644 index 00000000..5f4c300d --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventParameterTrackEditor.cpp @@ -0,0 +1,156 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODEventParameterTrackEditor.h" +#include "FMODAmbientSound.h" +#include "FMODEvent.h" +#include "FMODStudioModule.h" +#include "Framework/MultiBox/MultiBoxBuilder.h" +#include "Sequencer/FMODEventParameterTrack.h" +#include "Sections/MovieSceneParameterSection.h" +#include "Sequencer/FMODParameterSection.h" +#include "SequencerUtilities.h" +#include "fmod_studio.hpp" + +#define LOCTEXT_NAMESPACE "FMODEeventParameterTrackEditor" + +FName FFMODEventParameterTrackEditor::TrackName("FMODEventParameter"); + +FFMODEventParameterTrackEditor::FFMODEventParameterTrackEditor(TSharedRef InSequencer) + : FMovieSceneTrackEditor(InSequencer) +{ +} + +TSharedRef FFMODEventParameterTrackEditor::CreateTrackEditor(TSharedRef OwningSequencer) +{ + return MakeShareable(new FFMODEventParameterTrackEditor(OwningSequencer)); +} + +TSharedRef FFMODEventParameterTrackEditor::MakeSectionInterface( + UMovieSceneSection &SectionObject, UMovieSceneTrack &Track, FGuid ObjectBinding) +{ + UMovieSceneParameterSection *ParameterSection = Cast(&SectionObject); + checkf(ParameterSection != nullptr, TEXT("Unsupported section type.")); + return MakeShareable(new FFMODParameterSection(*ParameterSection)); +} + +TSharedPtr FFMODEventParameterTrackEditor::BuildOutlinerEditWidget( + const FGuid &ObjectBinding, UMovieSceneTrack *Track, const FBuildEditWidgetParams &Params) +{ + UFMODEventParameterTrack *EventParameterTrack = Cast(Track); + + // Create a container edit box + return FSequencerUtilities::MakeAddButton(LOCTEXT("ParameterText", "Parameter"), + FOnGetContent::CreateSP(this, &FFMODEventParameterTrackEditor::OnGetAddParameterMenuContent, ObjectBinding, EventParameterTrack), + Params.NodeIsHovered, + GetSequencer()); +} + +void FFMODEventParameterTrackEditor::BuildObjectBindingTrackMenu(FMenuBuilder &MenuBuilder, const TArray &ObjectBindings, const UClass *ObjectClass) +{ + if (ObjectClass->IsChildOf(AFMODAmbientSound::StaticClass()) || ObjectClass->IsChildOf(UFMODAudioComponent::StaticClass())) + { + const TSharedPtr ParentSequencer = GetSequencer(); + + MenuBuilder.AddMenuEntry(LOCTEXT("AddFMODParameterTrack", "FMOD Event Parameter Track"), + LOCTEXT("AddFMODParameterTrackTooltip", "Adds a track for controlling FMOD event parameter values."), FSlateIcon(), + FUIAction(FExecuteAction::CreateSP(this, &FFMODEventParameterTrackEditor::AddEventParameterTrack, ObjectBindings[0]), + FCanExecuteAction::CreateSP(this, &FFMODEventParameterTrackEditor::CanAddEventParameterTrack, ObjectBindings[0]))); + } +} + +bool FFMODEventParameterTrackEditor::SupportsType(TSubclassOf Type) const +{ + return Type == UFMODEventParameterTrack::StaticClass(); +} + +TSharedRef FFMODEventParameterTrackEditor::OnGetAddParameterMenuContent(FGuid ObjectBinding, UFMODEventParameterTrack *EventParameterTrack) +{ + TSharedPtr SequencerPtr = GetSequencer(); + AFMODAmbientSound *Sound = SequencerPtr.IsValid() ? Cast(SequencerPtr->FindSpawnedObjectOrTemplate(ObjectBinding)) : nullptr; + UFMODAudioComponent *AudioComponent; + + if (IsValid(Sound)) + { + AudioComponent = Sound->AudioComponent; + } + else + { + AudioComponent = SequencerPtr.IsValid() ? Cast(SequencerPtr->FindSpawnedObjectOrTemplate(ObjectBinding)) : nullptr; + } + return BuildParameterMenu(ObjectBinding, EventParameterTrack, AudioComponent); +} + +TSharedRef FFMODEventParameterTrackEditor::BuildParameterMenu( + FGuid ObjectBinding, UFMODEventParameterTrack *EventParameterTrack, UFMODAudioComponent *AudioComponent) +{ + FMenuBuilder AddParameterMenuBuilder(true, nullptr); + + if (IsValid(AudioComponent) && AudioComponent->Event) + { + TArray ParameterNamesAndActions; + TArray ParameterDescriptions; + AudioComponent->Event->GetParameterDescriptions(ParameterDescriptions); + + for (FMOD_STUDIO_PARAMETER_DESCRIPTION &ParameterDescription : ParameterDescriptions) + { + FName ParameterName(ParameterDescription.name); + FExecuteAction InitAction = + FExecuteAction::CreateSP(this, &FFMODEventParameterTrackEditor::AddParameter, ObjectBinding, EventParameterTrack, ParameterName); + FUIAction AddParameterMenuAction(InitAction); + FParameterNameAndAction NameAndAction(ParameterName, AddParameterMenuAction); + ParameterNamesAndActions.Add(NameAndAction); + } + + // Sort and generate menu. + ParameterNamesAndActions.Sort(); + for (FParameterNameAndAction NameAndAction : ParameterNamesAndActions) + { + AddParameterMenuBuilder.AddMenuEntry(FText::FromName(NameAndAction.ParameterName), FText(), FSlateIcon(), NameAndAction.Action); + } + } + return AddParameterMenuBuilder.MakeWidget(); +} + +bool FFMODEventParameterTrackEditor::CanAddEventParameterTrack(FGuid ObjectBinding) +{ + return GetSequencer()->GetFocusedMovieSceneSequence()->GetMovieScene()->FindTrack( + UFMODEventParameterTrack::StaticClass(), ObjectBinding, TrackName) == nullptr; +} + +void FFMODEventParameterTrackEditor::AddEventParameterTrack(FGuid ObjectBinding) +{ + FindOrCreateTrackForObject(ObjectBinding, UFMODEventParameterTrack::StaticClass(), TrackName, true); + GetSequencer()->NotifyMovieSceneDataChanged(EMovieSceneDataChangeType::MovieSceneStructureItemAdded); +} + +void FFMODEventParameterTrackEditor::AddParameter(FGuid ObjectBinding, UFMODEventParameterTrack *EventParameterTrack, FName ParameterName) +{ + UMovieSceneSequence *MovieSceneSequence = GetMovieSceneSequence(); + FFrameNumber KeyTime = GetTimeForKey(); + + for (TWeakObjectPtr<> Object : GetSequencer()->FindObjectsInCurrentSequence(ObjectBinding)) + { + AFMODAmbientSound *Sound = Cast(Object.Get()); + UFMODAudioComponent *AudioComponent = nullptr; + + if (IsValid(Sound)) + { + AudioComponent = Sound->AudioComponent; + } + else + { + AudioComponent = Cast(Object.Get()); + } + + if (IsValid(AudioComponent)) + { + float Value = AudioComponent->GetParameter(ParameterName); + const FScopedTransaction Transaction(LOCTEXT("AddEventParameter", "Add event parameter")); + EventParameterTrack->Modify(); + EventParameterTrack->AddParameterKey(ParameterName, KeyTime, Value); + } + } + GetSequencer()->NotifyMovieSceneDataChanged(EMovieSceneDataChangeType::MovieSceneStructureItemAdded); +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventParameterTrackEditor.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventParameterTrackEditor.h new file mode 100644 index 00000000..c74babda --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODEventParameterTrackEditor.h @@ -0,0 +1,77 @@ +// Taken from ParticleParameterTrackEditor + +#pragma once +#include "CoreMinimal.h" +#include "Misc/Guid.h" +#include "Templates/SubclassOf.h" +#include "Widgets/SWidget.h" +#include "ISequencer.h" +#include "MovieSceneTrack.h" +#include "ISequencerSection.h" +#include "Framework/Commands/UIAction.h" +#include "ISequencerTrackEditor.h" +#include "MovieSceneTrackEditor.h" + +class FMenuBuilder; +class UFMODEventParameterTrack; +class UFMODAudioComponent; +struct FMOD_STUDIO_PARAMETER_DESCRIPTION; + +/** + * Track editor for material parameters. + */ +class FFMODEventParameterTrackEditor : public FMovieSceneTrackEditor +{ +public: + /** Constructor. */ + FFMODEventParameterTrackEditor(TSharedRef InSequencer); + + /** Virtual destructor. */ + virtual ~FFMODEventParameterTrackEditor() {} + + /** + * Creates an instance of this class. Called by a sequencer. + * + * @param OwningSequencer The sequencer instance to be used by this tool. + * @return The new instance of this class. + */ + static TSharedRef CreateTrackEditor(TSharedRef OwningSequencer); + + // ISequencerTrackEditor interface + + virtual TSharedPtr BuildOutlinerEditWidget( + const FGuid &ObjectBinding, UMovieSceneTrack *Track, const FBuildEditWidgetParams &Params) override; + virtual TSharedRef MakeSectionInterface( + UMovieSceneSection &SectionObject, UMovieSceneTrack &Track, FGuid ObjectBinding) override; + virtual bool SupportsType(TSubclassOf Type) const override; + +private: + static FName TrackName; + + // Struct used for building the parameter menu. + struct FParameterNameAndAction + { + FName ParameterName; + FUIAction Action; + + FParameterNameAndAction(FName InParameterName, FUIAction InAction) + { + ParameterName = InParameterName; + Action = InAction; + } + + bool operator<(FParameterNameAndAction const &Other) const { return ParameterName.FastLess(Other.ParameterName); } + }; + + void BuildObjectBindingTrackMenu(FMenuBuilder &MenuBuilder, const TArray &ObjectBindings, const UClass *ObjectClass); + + /** Provides the contents of the add parameter menu. */ + TSharedRef OnGetAddParameterMenuContent(FGuid ObjectBinding, UFMODEventParameterTrack *EventParameterTrack); + TSharedRef BuildParameterMenu(FGuid ObjectBinding, UFMODEventParameterTrack *EventParameterTrack, UFMODAudioComponent *AudioComponent); + + bool CanAddEventParameterTrack(FGuid ObjectBinding); + void AddEventParameterTrack(FGuid ObjectBinding); + + /** Adds an event parameter and initial key to a track. */ + void AddParameter(FGuid ObjectBinding, UFMODEventParameterTrack *EventParameterTrack, FName ParameterName); +}; diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODParameterSection.cpp b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODParameterSection.cpp new file mode 100644 index 00000000..4cc87a6b --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODParameterSection.cpp @@ -0,0 +1,25 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#include "FMODParameterSection.h" +#include "ISectionLayoutBuilder.h" +#include "ScopedTransaction.h" +#include "Sections/MovieSceneParameterSection.h" + +#define LOCTEXT_NAMESPACE "FMODParameterSection" + +bool FFMODParameterSection::RequestDeleteKeyArea(const TArray &KeyAreaNamePath) +{ + if (KeyAreaNamePath.Num() == 1) + { + const FScopedTransaction Transaction(LOCTEXT("DeleteEventParameter", "Delete event parameter")); + UMovieSceneParameterSection *ParameterSection = Cast(WeakSection.Get()); + if (ParameterSection->TryModify()) + { + return ParameterSection->RemoveScalarParameter(KeyAreaNamePath[0]); + } + } + + return true; +} + +#undef LOCTEXT_NAMESPACE diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODParameterSection.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODParameterSection.h new file mode 100644 index 00000000..d3f8fa61 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/Sequencer/FMODParameterSection.h @@ -0,0 +1,21 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "ISequencerSection.h" + +class UMovieSceneSection; + +/** A movie scene section for Event parameters. */ +class FFMODParameterSection : public FSequencerSection +{ +public: + FFMODParameterSection(UMovieSceneSection &InSectionObject) + : FSequencerSection(InSectionObject) + { + } + + // Begin ISequencerSection interface + virtual bool RequestDeleteKeyArea(const TArray &KeyAreaNamePath) override; + // End ISequencerSection interface +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Public/FMODStudioEditorModule.h b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Public/FMODStudioEditorModule.h new file mode 100644 index 00000000..63e06ee0 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Public/FMODStudioEditorModule.h @@ -0,0 +1,31 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +#pragma once + +#include "Modules/ModuleManager.h" + +/** + * The public interface to this module + */ +class IFMODStudioEditorModule : public IModuleInterface +{ + +public: + /** + * Singleton-like access to this module's interface. This is just for convenience! + * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. + * + * @return Returns singleton instance, loading the module on demand if needed + */ + static inline IFMODStudioEditorModule &Get() { return FModuleManager::LoadModuleChecked("FMODStudioEditor"); } + + /** + * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. + * + * @return True if the module is loaded and ready to use + */ + static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("FMODStudioEditor"); } + + /** This event is fired after all banks were reloaded */ + virtual FSimpleMulticastDelegate &BanksReloadedEvent() = 0; +}; diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Content/ENiagara_FMODParamType.uasset b/hwanyoung2/Plugins/FMODStudioNiagara/Content/ENiagara_FMODParamType.uasset new file mode 100644 index 00000000..70bc54e7 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Content/ENiagara_FMODParamType.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e357fb4f7d81781ca03ac104e44b7fc49644928f4e5cb9f01d4d97c4eddca034 +size 3085 diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Content/PlayFMODEvent.uasset b/hwanyoung2/Plugins/FMODStudioNiagara/Content/PlayFMODEvent.uasset new file mode 100644 index 00000000..214cbe3c --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Content/PlayFMODEvent.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9e7222869a89a0681e55712ec52bb6671caab5db23c6df2b2410ecd59751b15d +size 175526 diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Content/PlayPersistentFMODEvent.uasset b/hwanyoung2/Plugins/FMODStudioNiagara/Content/PlayPersistentFMODEvent.uasset new file mode 100644 index 00000000..80520813 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Content/PlayPersistentFMODEvent.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fcc4cb12ed8aad8dccea40aa2878c85c1aa0096a5c81ffeb61fdffb1c55ba949 +size 146007 diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Content/Templates/PlayFMODEventEmitter.uasset b/hwanyoung2/Plugins/FMODStudioNiagara/Content/Templates/PlayFMODEventEmitter.uasset new file mode 100644 index 00000000..00099a16 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Content/Templates/PlayFMODEventEmitter.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4e1516f2eeab325ffa93dd083230e9d591b1d25f72ef43591573effdbf75cda7 +size 293603 diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Content/UpdatePersistentFMODEvent.uasset b/hwanyoung2/Plugins/FMODStudioNiagara/Content/UpdatePersistentFMODEvent.uasset new file mode 100644 index 00000000..dab8830f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Content/UpdatePersistentFMODEvent.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:787ce1076da5779bc734f7a91488f4604f79d27a769e78bfe66a4ffe43609d6e +size 63768 diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/FMODStudioNiagara.uplugin b/hwanyoung2/Plugins/FMODStudioNiagara/FMODStudioNiagara.uplugin new file mode 100644 index 00000000..e5cc627a --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/FMODStudioNiagara.uplugin @@ -0,0 +1,32 @@ +{ + "FileVersion": 3, + + "FriendlyName": "FMOD Studio Niagara Integration", + "Version" : 20226, + "VersionName" : "2.02.26", + "CreatedBy": "Firelight Technologies", + "CreatedByURL" : "http://fmod.com", + "Description" : "FMOD Studio with Niagara Integration.", + "Category": "Audio", + + "CanContainContent": true, + "Installed": true, + + "Modules": [ + { + "Name": "FMODStudioNiagara", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "FMODStudio", + "Enabled": true + }, + { + "Name": "Niagara", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/FMODStudioNiagara.Build.cs b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/FMODStudioNiagara.Build.cs new file mode 100644 index 00000000..1a63bd8e --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/FMODStudioNiagara.Build.cs @@ -0,0 +1,37 @@ +// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024. + +using UnrealBuildTool; +using System; + +public class FMODStudioNiagara : ModuleRules +{ + public FMODStudioNiagara(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange( + new[] + { + "Core" + }); + + PrivateDependencyModuleNames.AddRange( + new[] + { + "CoreUObject", + "Engine", + "Slate", + "SlateCore", + "Projects", + "FMODStudio", + + // Data interface dependencies + "Niagara", "NiagaraCore", "VectorVM", "RenderCore", "RHI", + }); + + if (Target.bBuildEditor == true) + { + PrivateDependencyModuleNames.Add("UnrealEd"); + } + } +} diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Private/FMODNiagaraEventPlayer.cpp b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Private/FMODNiagaraEventPlayer.cpp new file mode 100644 index 00000000..f7a3fa8f --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Private/FMODNiagaraEventPlayer.cpp @@ -0,0 +1,620 @@ + +#include "FMODNiagaraEventPlayer.h" + +#include "FMODBlueprintStatics.h" +#include "FMODSettings.h" + +#include "NiagaraTypes.h" +#include "NiagaraCustomVersion.h" +#include "NiagaraSystemInstance.h" +#include "NiagaraWorldManager.h" +#include "Kismet/GameplayStatics.h" +#include "Engine/World.h" +#include "Sound/SoundBase.h" + +DEFINE_LOG_CATEGORY_STATIC(LogFMODNiagara, Log, All); + +const FName UFMODNiagaraEventPlayer::PlayAudioName(TEXT("PlayEventAtLocation")); +const FName UFMODNiagaraEventPlayer::PlayPersistentAudioName(TEXT("PlayPersistentEvent")); +const FName UFMODNiagaraEventPlayer::SetPersistentAudioLocationName(TEXT("UpdateEventLocation")); +const FName UFMODNiagaraEventPlayer::SetPersistentAudioRotationName(TEXT("UpdateEventRotation")); +const FName UFMODNiagaraEventPlayer::SetPersistentAudioFloatParamName(TEXT("SetFloatParameter")); +const FName UFMODNiagaraEventPlayer::PausePersistentAudioName(TEXT("SetPaused")); + +struct FNiagaraAudioPlayerDIFunctionVersion +{ + enum Type + { + InitialVersion = 0, + LWCConversion = 1, + + VersionPlusOne, + LatestVersion = VersionPlusOne - 1 + }; +}; + +UFMODNiagaraEventPlayer::UFMODNiagaraEventPlayer(FObjectInitializer const& ObjectInitializer) + : Super(ObjectInitializer) +{ + EventToPlay = nullptr; + bLimitPlaysPerTick = true; + MaxPlaysPerTick = 10; +} + +#if WITH_EDITORONLY_DATA +bool UFMODNiagaraEventPlayer::UpgradeFunctionCall(FNiagaraFunctionSignature& FunctionSignature) +{ + // always upgrade to the latest version + if (FunctionSignature.FunctionVersion < FNiagaraAudioPlayerDIFunctionVersion::LatestVersion) + { + TArray AllFunctions; + GetFunctions(AllFunctions); + for (const FNiagaraFunctionSignature& Sig : AllFunctions) + { + if (FunctionSignature.Name == Sig.Name) + { + FunctionSignature = Sig; + return true; + } + } + } + + return false; +} +#endif + +void UFMODNiagaraEventPlayer::PostInitProperties() +{ + Super::PostInitProperties(); + + if (HasAnyFlags(RF_ClassDefaultObject)) + { + ENiagaraTypeRegistryFlags Flags = ENiagaraTypeRegistryFlags::AllowAnyVariable | ENiagaraTypeRegistryFlags::AllowParameter; + FNiagaraTypeRegistry::Register(FNiagaraTypeDefinition(GetClass()), Flags); + } +} + +bool UFMODNiagaraEventPlayer::InitPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) +{ + FEventPlayerInterface_InstanceData* PIData = new (PerInstanceData) FEventPlayerInterface_InstanceData; + PIData->LWCConverter = SystemInstance->GetLWCConverter(); + if (bLimitPlaysPerTick) + { + PIData->MaxPlaysPerTick = MaxPlaysPerTick; + } + PIData->bStopWhenComponentIsDestroyed = bStopWhenComponentIsDestroyed; +#if WITH_EDITORONLY_DATA + PIData->bOnlyActiveDuringGameplay = bOnlyActiveDuringGameplay; +#endif + return true; +} + +#if WITH_EDITOR +void UFMODNiagaraEventPlayer::PostEditChangeProperty(FPropertyChangedEvent& e) +{ + FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None; + if (PropertyName == GET_MEMBER_NAME_CHECKED(UFMODNiagaraEventPlayer, EventToPlay)) + { + ParameterNames.Empty(); + bDefaultParameterValuesCached = false; + } + CacheDefaultParameterValues(); + + Super::PostEditChangeProperty(e); +} + +void UFMODNiagaraEventPlayer::CacheDefaultParameterValues() +{ + if (EventToPlay) + { + if (!bDefaultParameterValuesCached) + { + TArray ParameterDescriptions; + EventToPlay->GetParameterDescriptions(ParameterDescriptions); + for (const FMOD_STUDIO_PARAMETER_DESCRIPTION& ParameterDescription : ParameterDescriptions) + { + if (ShouldCacheParameter(ParameterDescription)) + { + ParameterNames.Add(ParameterDescription.name); + } + } + bDefaultParameterValuesCached = true; + } + } +} + +bool UFMODNiagaraEventPlayer::ShouldCacheParameter(const FMOD_STUDIO_PARAMETER_DESCRIPTION& ParameterDescription) +{ + const UFMODSettings& Settings = *GetDefault(); + + if (((ParameterDescription.flags & FMOD_STUDIO_PARAMETER_GLOBAL) == 0) && + (ParameterDescription.type == FMOD_STUDIO_PARAMETER_GAME_CONTROLLED) && + ParameterDescription.name != Settings.OcclusionParameter && + ParameterDescription.name != Settings.AmbientVolumeParameter && + ParameterDescription.name != Settings.AmbientLPFParameter) + { + return true; + } + return false; +} +#endif // WITH_EDITOR + +void UFMODNiagaraEventPlayer::DestroyPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) +{ + FEventPlayerInterface_InstanceData* InstData = (FEventPlayerInterface_InstanceData*)PerInstanceData; + for (const auto& Entry : InstData->PersistentAudioMapping) + { + if (Entry.Value.IsValid()) + { + Entry.Value->StudioInstance->stop(FMOD_STUDIO_STOP_IMMEDIATE); + } + } + InstData->~FEventPlayerInterface_InstanceData(); +} + +bool UFMODNiagaraEventPlayer::PerInstanceTick(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance, float DeltaSeconds) +{ + FEventPlayerInterface_InstanceData* PIData = (FEventPlayerInterface_InstanceData*)PerInstanceData; + if (!PIData) + { + return true; + } + + if (IsValid(EventToPlay) && SystemInstance) + { + PIData->EventToPlay = EventToPlay; + PIData->ParameterNames = ParameterNames; + } + else + { + PIData->EventToPlay.Reset(); + PIData->ParameterNames.Reset(); + } + + return false; +} + +bool UFMODNiagaraEventPlayer::PerInstanceTickPostSimulate(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance, float DeltaSeconds) +{ + FEventPlayerInterface_InstanceData* PIData = (FEventPlayerInterface_InstanceData*)PerInstanceData; + UNiagaraSystem* System = SystemInstance->GetSystem(); + UWorld* World = SystemInstance->GetWorld(); + +#if WITH_EDITORONLY_DATA + if (World->HasBegunPlay() == false && PIData->bOnlyActiveDuringGameplay) + { + PIData->PlayAudioQueue.Empty(); + PIData->PersistentAudioMapping.Empty(); + return false; + } +#endif + + if (!PIData->PlayAudioQueue.IsEmpty() && System) + { + //Drain the queue into an array here + TArray Data; + FEventParticleData Value; + while (PIData->PlayAudioQueue.Dequeue(Value)) + { + Data.Add(Value); + if (PIData->MaxPlaysPerTick > 0 && Data.Num() >= PIData->MaxPlaysPerTick) + { + // discard the rest of the queue if over the tick limit + PIData->PlayAudioQueue.Empty(); + break; + } + } + + if (World && PIData->EventToPlay.IsValid()) + { + for (const FEventParticleData& ParticleData : Data) + { + UFMODBlueprintStatics::PlayEventAtLocation(World, EventToPlay, FTransform(ParticleData.Rotation, ParticleData.Position), true); + } + } + } + + // process the persistent audio updates + FPersistentEventParticleData Value; + while (PIData->PersistentAudioActionQueue.Dequeue(Value)) + { + UFMODAudioComponent* AudioComponent = nullptr; + if (Value.AudioHandle > 0) + { + auto MappedValue = PIData->PersistentAudioMapping.Find(Value.AudioHandle); + if (MappedValue && MappedValue->IsValid()) + { + AudioComponent = MappedValue->Get(); + } + } + // since we are in the game thread here, it is safe for the callback to access the audio component + if (Value.UpdateCallback) + { + Value.UpdateCallback(PIData, AudioComponent, SystemInstance); + } + } + return false; +} + +bool UFMODNiagaraEventPlayer::Equals(const UNiagaraDataInterface* Other) const +{ + if (!Super::Equals(Other)) + { + return false; + } + + const UFMODNiagaraEventPlayer* OtherPlayer = CastChecked(Other); + return OtherPlayer->EventToPlay == EventToPlay && OtherPlayer->bLimitPlaysPerTick == bLimitPlaysPerTick && OtherPlayer->MaxPlaysPerTick == MaxPlaysPerTick; +} + +void UFMODNiagaraEventPlayer::GetFunctions(TArray& OutFunctions) +{ + FNiagaraFunctionSignature Sig; + Sig.Name = PlayAudioName; +#if WITH_EDITORONLY_DATA + Sig.Description = NSLOCTEXT("FMODStudio", "PlayEventFunctionDescription", "This function plays an event at the given location after the simulation has ticked."); + Sig.FunctionVersion = FNiagaraAudioPlayerDIFunctionVersion::LatestVersion; +#endif + Sig.bMemberFunction = true; + Sig.bRequiresContext = false; + Sig.bSupportsGPU = false; + Sig.bRequiresExecPin = true; + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition(GetClass()), TEXT("Event Player"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetBoolDef(), TEXT("Play Event"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetPositionDef(), TEXT("PositionWS"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetVec3Def(), TEXT("RotationWS"))); + Sig.Outputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetBoolDef(), TEXT("Success"))); + OutFunctions.Add(Sig); + + Sig = FNiagaraFunctionSignature(); + Sig.Name = PlayPersistentAudioName; +#if WITH_EDITORONLY_DATA + Sig.Description = NSLOCTEXT("FMODStudio", "PlayPersistentEventFunctionDescription", "This function plays an Event at the given location after the simulation has ticked. The returned handle can be used to control the sound in subsequent ticks."); + Sig.FunctionVersion = FNiagaraAudioPlayerDIFunctionVersion::LatestVersion; +#endif + Sig.bMemberFunction = true; + Sig.bRequiresContext = false; + Sig.bSupportsGPU = false; + Sig.bRequiresExecPin = true; + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition(GetClass()), TEXT("Event Player"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetBoolDef(), TEXT("Play Event"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Existing Event Handle"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetPositionDef(), TEXT("Position WS"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetVec3Def(), TEXT("Rotation WS"))); + Sig.Outputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Event Handle"))); + OutFunctions.Add(Sig); + + Sig = FNiagaraFunctionSignature(); + Sig.Name = SetPersistentAudioFloatParamName; +#if WITH_EDITORONLY_DATA + Sig.Description = NSLOCTEXT("FMODStudio", "SetPersistentEventFloatParamFunctionDescription", "If an active event effect can be found for the given handle then the given sound cue parameter will be set on it."); + Sig.FunctionVersion = FNiagaraAudioPlayerDIFunctionVersion::LatestVersion; +#endif + Sig.bMemberFunction = true; + Sig.bRequiresContext = false; + Sig.bSupportsGPU = false; + Sig.bRequiresExecPin = true; + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition(GetClass()), TEXT("Event Player"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Event Handle"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Parameter Name Index"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetFloatDef(), TEXT("Parameter Value"))); + OutFunctions.Add(Sig); + + Sig = FNiagaraFunctionSignature(); + Sig.Name = SetPersistentAudioLocationName; +#if WITH_EDITORONLY_DATA + Sig.Description = NSLOCTEXT("FMODStudio", "SetPersistentEventLocationFunctionDescription", "If an active event effect can be found for the given handle then the this will adjusts its world position."); + Sig.FunctionVersion = FNiagaraAudioPlayerDIFunctionVersion::LatestVersion; +#endif + Sig.bMemberFunction = true; + Sig.bRequiresContext = false; + Sig.bSupportsGPU = false; + Sig.bRequiresExecPin = true; + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition(GetClass()), TEXT("Event Player"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Event Handle"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetPositionDef(), TEXT("Position WS"))); + OutFunctions.Add(Sig); + + Sig = FNiagaraFunctionSignature(); + Sig.Name = SetPersistentAudioRotationName; +#if WITH_EDITORONLY_DATA + Sig.Description = NSLOCTEXT("FMODStudio", "SetPersistentEventRotationFunctionDescription", "If an active event effect can be found for the given handle then the this will adjusts its rotation in the world."); + Sig.FunctionVersion = FNiagaraAudioPlayerDIFunctionVersion::LatestVersion; +#endif + Sig.bMemberFunction = true; + Sig.bRequiresContext = false; + Sig.bSupportsGPU = false; + Sig.bRequiresExecPin = true; + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition(GetClass()), TEXT("Event Player"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Event Handle"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetVec3Def(), TEXT("Rotation WS"))); + OutFunctions.Add(Sig); + + Sig = FNiagaraFunctionSignature(); + Sig.Name = PausePersistentAudioName; +#if WITH_EDITORONLY_DATA + Sig.Description = NSLOCTEXT("FMODStudio", "SetPersistentEventPausedDescription", "If an active event effect can be found for the given handle then the this will either pause or unpause the effect."); + Sig.FunctionVersion = FNiagaraAudioPlayerDIFunctionVersion::LatestVersion; +#endif + Sig.bMemberFunction = true; + Sig.bRequiresContext = false; + Sig.bSupportsGPU = false; + Sig.bRequiresExecPin = true; + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition(GetClass()), TEXT("Event Player"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Event Handle"))); + Sig.Inputs.Add(FNiagaraVariable(FNiagaraTypeDefinition::GetBoolDef(), TEXT("Pause Event"))); + OutFunctions.Add(Sig); +} + +DEFINE_NDI_DIRECT_FUNC_BINDER(UFMODNiagaraEventPlayer, PlayOneShotAudio); +DEFINE_NDI_DIRECT_FUNC_BINDER(UFMODNiagaraEventPlayer, PlayPersistentAudio); +DEFINE_NDI_DIRECT_FUNC_BINDER(UFMODNiagaraEventPlayer, SetParameterFloat); +DEFINE_NDI_DIRECT_FUNC_BINDER(UFMODNiagaraEventPlayer, UpdateLocation); +DEFINE_NDI_DIRECT_FUNC_BINDER(UFMODNiagaraEventPlayer, UpdateRotation); +DEFINE_NDI_DIRECT_FUNC_BINDER(UFMODNiagaraEventPlayer, SetPausedState); +void UFMODNiagaraEventPlayer::GetVMExternalFunction(const FVMExternalFunctionBindingInfo& BindingInfo, void* InstanceData, FVMExternalFunction& OutFunc) +{ + if (BindingInfo.Name == PlayAudioName) + { + NDI_FUNC_BINDER(UFMODNiagaraEventPlayer, PlayOneShotAudio)::Bind(this, OutFunc); + } + else if (BindingInfo.Name == PlayPersistentAudioName) + { + NDI_FUNC_BINDER(UFMODNiagaraEventPlayer, PlayPersistentAudio)::Bind(this, OutFunc); + } + else if (BindingInfo.Name == SetPersistentAudioFloatParamName) + { + NDI_FUNC_BINDER(UFMODNiagaraEventPlayer, SetParameterFloat)::Bind(this, OutFunc); + } + else if (BindingInfo.Name == SetPersistentAudioLocationName) + { + NDI_FUNC_BINDER(UFMODNiagaraEventPlayer, UpdateLocation)::Bind(this, OutFunc); + } + else if (BindingInfo.Name == SetPersistentAudioRotationName) + { + NDI_FUNC_BINDER(UFMODNiagaraEventPlayer, UpdateRotation)::Bind(this, OutFunc); + } + else if (BindingInfo.Name == PausePersistentAudioName) + { + NDI_FUNC_BINDER(UFMODNiagaraEventPlayer, SetPausedState)::Bind(this, OutFunc); + } + else + { + UE_LOG(LogFMODNiagara, Error, TEXT("Could not find event player external function. Expected Name: %s Actual Name: %s"), *PlayAudioName.ToString(), *BindingInfo.Name.ToString()); + } +} + +void UFMODNiagaraEventPlayer::SetParameterFloat(FVectorVMExternalFunctionContext& Context) +{ + VectorVM::FUserPtrHandler InstData(Context); + + FNDIInputParam AudioHandleInParam(Context); + FNDIInputParam NameIndexParam(Context); + FNDIInputParam ValueParam(Context); + checkfSlow(InstData.Get(), TEXT("Event player has invalid instance data. %s"), *GetPathName()); + + for (int32 i = 0; i < Context.GetNumInstances(); ++i) + { + int32 Handle = AudioHandleInParam.GetAndAdvance(); + int32 NameIndex = NameIndexParam.GetAndAdvance(); + float Value = ValueParam.GetAndAdvance(); + + if (Handle > 0 && InstData->ParameterNames.IsValidIndex(NameIndex)) + { + FName ParameterName = InstData->ParameterNames[NameIndex]; + FPersistentEventParticleData AudioData; + AudioData.AudioHandle = Handle; + AudioData.UpdateCallback = [ParameterName, Value](FEventPlayerInterface_InstanceData*, UFMODAudioComponent* AudioComponent, FNiagaraSystemInstance*) + { + if (AudioComponent && AudioComponent->IsPlaying()) + { + AudioComponent->SetParameter(ParameterName, Value); + } + }; + InstData->PersistentAudioActionQueue.Enqueue(AudioData); + } + } +} + +void UFMODNiagaraEventPlayer::UpdateLocation(FVectorVMExternalFunctionContext& Context) +{ + VectorVM::FUserPtrHandler InstData(Context); + + FNDIInputParam AudioHandleInParam(Context); + FNDIInputParam LocationParam(Context); + checkfSlow(InstData.Get(), TEXT("Audio player interface has invalid instance data. %s"), *GetPathName()); + + for (int32 i = 0; i < Context.GetNumInstances(); ++i) + { + int32 Handle = AudioHandleInParam.GetAndAdvance(); + FVector Location = InstData->LWCConverter.ConvertSimulationVectorToWorld(LocationParam.GetAndAdvance()); + + if (Handle > 0) + { + FPersistentEventParticleData AudioData; + AudioData.AudioHandle = Handle; + AudioData.UpdateCallback = [Location](FEventPlayerInterface_InstanceData*, UFMODAudioComponent* AudioComponent, FNiagaraSystemInstance*) + { + if (AudioComponent && AudioComponent->IsPlaying()) + { + AudioComponent->SetWorldLocation(Location); + } + }; + InstData->PersistentAudioActionQueue.Enqueue(AudioData); + } + } +} + +void UFMODNiagaraEventPlayer::UpdateRotation(FVectorVMExternalFunctionContext& Context) +{ + VectorVM::FUserPtrHandler InstData(Context); + + FNDIInputParam AudioHandleInParam(Context); + FNDIInputParam RotationParam(Context); + checkfSlow(InstData.Get(), TEXT("Event player has invalid instance data. %s"), *GetPathName()); + + for (int32 i = 0; i < Context.GetNumInstances(); ++i) + { + int32 Handle = AudioHandleInParam.GetAndAdvance(); + FVector3f Rotation = RotationParam.GetAndAdvance(); + + if (Handle > 0) + { + FPersistentEventParticleData AudioData; + AudioData.AudioHandle = Handle; + AudioData.UpdateCallback = [Rotation](FEventPlayerInterface_InstanceData*, UFMODAudioComponent* AudioComponent, FNiagaraSystemInstance*) + { + if (AudioComponent && AudioComponent->IsPlaying()) + { + FRotator NewRotator(Rotation.X, Rotation.Y, Rotation.Z); + AudioComponent->SetWorldRotation(NewRotator); + } + }; + InstData->PersistentAudioActionQueue.Enqueue(AudioData); + } + } +} + +void UFMODNiagaraEventPlayer::SetPausedState(FVectorVMExternalFunctionContext& Context) +{ + VectorVM::FUserPtrHandler InstData(Context); + + FNDIInputParam AudioHandleInParam(Context); + FNDIInputParam PausedParam(Context); + checkfSlow(InstData.Get(), TEXT("Event player has invalid instance data. %s"), *GetPathName()); + + for (int32 i = 0; i < Context.GetNumInstances(); ++i) + { + int32 Handle = AudioHandleInParam.GetAndAdvance(); + bool IsPaused = PausedParam.GetAndAdvance(); + + if (Handle > 0) + { + FPersistentEventParticleData AudioData; + AudioData.AudioHandle = Handle; + AudioData.UpdateCallback = [IsPaused](FEventPlayerInterface_InstanceData*, UFMODAudioComponent* AudioComponent, FNiagaraSystemInstance*) + { + if (AudioComponent) + { + AudioComponent->SetPaused(IsPaused); + } + }; + InstData->PersistentAudioActionQueue.Enqueue(AudioData); + } + } +} + +void UFMODNiagaraEventPlayer::PlayOneShotAudio(FVectorVMExternalFunctionContext& Context) +{ + VectorVM::FUserPtrHandler InstData(Context); + + VectorVM::FExternalFuncInputHandler PlayDataParam(Context); + + VectorVM::FExternalFuncInputHandler PositionParamX(Context); + VectorVM::FExternalFuncInputHandler PositionParamY(Context); + VectorVM::FExternalFuncInputHandler PositionParamZ(Context); + + VectorVM::FExternalFuncInputHandler RotationParamX(Context); + VectorVM::FExternalFuncInputHandler RotationParamY(Context); + VectorVM::FExternalFuncInputHandler RotationParamZ(Context); + + VectorVM::FExternalFuncRegisterHandler OutSample(Context); + + checkfSlow(InstData.Get(), TEXT("Event player has invalid instance data. %s"), *GetPathName()); + bool ValidSoundData = InstData->EventToPlay.IsValid(); + + for (int32 i = 0; i < Context.GetNumInstances(); ++i) + { + FNiagaraBool ShouldPlay = PlayDataParam.GetAndAdvance(); + FEventParticleData Data; + FNiagaraPosition SimulationPosition(PositionParamX.GetAndAdvance(), PositionParamY.GetAndAdvance(), PositionParamZ.GetAndAdvance()); + Data.Position = InstData->LWCConverter.ConvertSimulationPositionToWorld(SimulationPosition); + Data.Rotation = FRotator(RotationParamX.GetAndAdvance(), RotationParamY.GetAndAdvance(), RotationParamZ.GetAndAdvance()); + + FNiagaraBool Valid; + if (ValidSoundData && ShouldPlay) + { + Valid.SetValue(InstData->PlayAudioQueue.Enqueue(Data)); + } + *OutSample.GetDestAndAdvance() = Valid; + } +} + +void UFMODNiagaraEventPlayer::PlayPersistentAudio(FVectorVMExternalFunctionContext& Context) +{ + VectorVM::FUserPtrHandler InstData(Context); + + FNDIInputParam PlayAudioParam(Context); + FNDIInputParam AudioHandleInParam(Context); + FNDIInputParam PositionParam(Context); + FNDIInputParam RotationParam(Context); + + FNDIOutputParam AudioHandleOutParam(Context); + + checkfSlow(InstData.Get(), TEXT("Event player has invalid instance data. %s"), *GetPathName()); + + for (int32 i = 0; i < Context.GetNumInstances(); ++i) + { + bool ShouldPlay = PlayAudioParam.GetAndAdvance(); + int32 Handle = AudioHandleInParam.GetAndAdvance(); + FVector Position = InstData->LWCConverter.ConvertSimulationVectorToWorld(PositionParam.GetAndAdvance()); + FVector3f InRot = RotationParam.GetAndAdvance(); + FRotator Rotation = FRotator(InRot.X, InRot.Y, InRot.Z); + + FPersistentEventParticleData AudioData; + if (ShouldPlay) + { + if (Handle <= 0) + { + // play a new sound + Handle = InstData->HandleCount.Increment(); + AudioData.AudioHandle = Handle; + AudioData.UpdateCallback = [Handle, Position, Rotation](FEventPlayerInterface_InstanceData* InstanceData, UFMODAudioComponent*, FNiagaraSystemInstance* SystemInstance) + { + USceneComponent* NiagaraComponent = SystemInstance->GetAttachComponent(); + TWeakObjectPtr Sound = InstanceData->EventToPlay; + if (NiagaraComponent && Sound.IsValid()) + { + bool bStopWithEffect = InstanceData->bStopWhenComponentIsDestroyed; + TWeakObjectPtr AudioComponent = UFMODBlueprintStatics::PlayEventAttached(Sound.Get(), NiagaraComponent, NAME_None, Position, EAttachLocation::KeepWorldPosition, bStopWithEffect, true, true); + + AudioComponent->Play(); + + InstanceData->PersistentAudioMapping.Add(Handle, AudioComponent); + } + }; + InstData->PersistentAudioActionQueue.Enqueue(AudioData); + } + AudioHandleOutParam.SetAndAdvance(Handle); + continue; + } + + if (Handle > 0) + { + AudioData.AudioHandle = Handle; + + InstData->PersistentAudioActionQueue.Enqueue(AudioData); + } + AudioHandleOutParam.SetAndAdvance(0); + } +} + +bool UFMODNiagaraEventPlayer::CopyToInternal(UNiagaraDataInterface* Destination) const +{ + if (!Super::CopyToInternal(Destination)) + { + return false; + } + + UFMODNiagaraEventPlayer* OtherTyped = CastChecked(Destination); + OtherTyped->EventToPlay = EventToPlay; + OtherTyped->bLimitPlaysPerTick = bLimitPlaysPerTick; + OtherTyped->MaxPlaysPerTick = MaxPlaysPerTick; + OtherTyped->ParameterNames = ParameterNames; + OtherTyped->bStopWhenComponentIsDestroyed = bStopWhenComponentIsDestroyed; + +#if WITH_EDITORONLY_DATA + OtherTyped->bOnlyActiveDuringGameplay = bOnlyActiveDuringGameplay; +#endif + return true; +} diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Private/FMODStudioNiagara.cpp b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Private/FMODStudioNiagara.cpp new file mode 100644 index 00000000..0271e04a --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Private/FMODStudioNiagara.cpp @@ -0,0 +1,20 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "FMODStudioNiagara.h" +#include "Misc/Paths.h" +#include "Interfaces/IPluginManager.h" + +#define LOCTEXT_NAMESPACE "FFMODStudioNiagaraModule" + +void FFMODStudioNiagaraModule::StartupModule() +{ + IPluginManager::Get().FindPlugin(TEXT("FMODStudioNiagara"))->GetBaseDir(); +} + +void FFMODStudioNiagaraModule::ShutdownModule() +{ +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FFMODStudioNiagaraModule, FMODStudioNiagara) \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Public/FMODNiagaraEventPlayer.h b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Public/FMODNiagaraEventPlayer.h new file mode 100644 index 00000000..afa95c98 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Public/FMODNiagaraEventPlayer.h @@ -0,0 +1,135 @@ +#pragma once + +#include "FMODEvent.h" +#include "FMODAudioComponent.h" + +#include "NiagaraCommon.h" +#include "NiagaraDataInterface.h" +#include "NiagaraShared.h" +#include "NiagaraSystem.h" + +#include "Sound/SoundAttenuation.h" + +#include "FMODStudioNiagara.h" +#include "FMODNiagaraEventPlayer.generated.h" + +struct FEventParticleData +{ + FVector Position; + FRotator Rotation; +}; + +struct FPersistentEventParticleData +{ + int32 AudioHandle = 0; + + /** The update callback is executed in PerInstanceTickPostSimulate, which runs on the game thread */ + TFunction UpdateCallback; +}; + +struct FEventPlayerInterface_InstanceData +{ + /** We use a lock-free queue here because multiple threads might try to push data to it at the same time. */ + TQueue PlayAudioQueue; + TQueue PersistentAudioActionQueue; + FThreadSafeCounter HandleCount; + + TSortedMap> PersistentAudioMapping; + + TWeakObjectPtr EventToPlay; + TArray ParameterNames; + + FNiagaraLWCConverter LWCConverter; + int32 MaxPlaysPerTick = 0; + bool bStopWhenComponentIsDestroyed = true; + +#if WITH_EDITORONLY_DATA + bool bOnlyActiveDuringGameplay = true; +#endif +}; + +/** This Data Interface can be used to play one-shot audio effects driven by particle data. */ +UCLASS(EditInlineNew, Category = "Audio", meta = (DisplayName = "FMOD Event Player")) +class FMODSTUDIONIAGARA_API UFMODNiagaraEventPlayer : public UNiagaraDataInterface +{ + GENERATED_UCLASS_BODY() + +public: + /** Reference to the audio asset to play */ + UPROPERTY(EditAnywhere, Category = "Audio") + UFMODEvent* EventToPlay; + + /** A set of parameter names that can be referenced via index when setting sound cue parameters on persistent audio */ + UPROPERTY(VisibleAnywhere, NoClear, Category = "Parameters") + TArray ParameterNames; + + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Audio", meta = (InlineEditConditionToggle)) + bool bLimitPlaysPerTick; + + /** This sets the max number of sounds played each tick. + * If more particles try to play a sound in a given tick, then it will play sounds until the limit is reached and discard the rest. + * The particles to discard when over the limit are *not* chosen in a deterministic way. */ + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Audio", meta = (EditCondition = "bLimitPlaysPerTick", ClampMin = "0", UIMin = "0")) + int32 MaxPlaysPerTick; + + /** If false then it the audio component keeps playing after the niagara component was destroyed. Looping sounds are always stopped when the component is destroyed. */ + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Audio") + bool bStopWhenComponentIsDestroyed = true; + +#if WITH_EDITORONLY_DATA + /** If true then this data interface only processes sounds during active gameplay. This is useful when you are working in the preview window and the sounds annoy you. + * Currently the FMOD Niagara integration will not play in Editor. + */ + UPROPERTY(VisibleAnywhere, AdvancedDisplay, Category = "Audio") + bool bOnlyActiveDuringGameplay = true; + + virtual bool UpgradeFunctionCall(FNiagaraFunctionSignature& FunctionSignature) override; +#endif + + //UObject Interface + virtual void PostInitProperties() override; +#if WITH_EDITOR + virtual void PostEditChangeProperty(FPropertyChangedEvent& e); +#endif + //UObject Interface End + + //UNiagaraDataInterface Interface + virtual void GetFunctions(TArray& OutFunctions) override; + virtual void GetVMExternalFunction(const FVMExternalFunctionBindingInfo& BindingInfo, void* InstanceData, FVMExternalFunction& OutFunc) override; + virtual bool InitPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) override; + virtual void DestroyPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) override; + virtual int32 PerInstanceDataSize() const override { return sizeof(FEventPlayerInterface_InstanceData); } + virtual bool PerInstanceTick(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance, float DeltaSeconds) override; + virtual bool PerInstanceTickPostSimulate(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance, float DeltaSeconds) override; + virtual bool Equals(const UNiagaraDataInterface* Other) const override; + virtual bool CanExecuteOnTarget(ENiagaraSimTarget Target) const override { return Target == ENiagaraSimTarget::CPUSim; } + + virtual bool HasPreSimulateTick() const override { return true; } + virtual bool HasPostSimulateTick() const override { return true; } + virtual bool PostSimulateCanOverlapFrames() const { return false; } + //UNiagaraDataInterface Interface + + virtual void PlayOneShotAudio(FVectorVMExternalFunctionContext& Context); + virtual void PlayPersistentAudio(FVectorVMExternalFunctionContext& Context); + virtual void SetParameterFloat(FVectorVMExternalFunctionContext& Context); + virtual void UpdateLocation(FVectorVMExternalFunctionContext& Context); + virtual void UpdateRotation(FVectorVMExternalFunctionContext& Context); + virtual void SetPausedState(FVectorVMExternalFunctionContext& Context); + +#if WITH_EDITOR + void CacheDefaultParameterValues(); + bool ShouldCacheParameter(const FMOD_STUDIO_PARAMETER_DESCRIPTION& ParameterDescription); + bool bDefaultParameterValuesCached; +#endif + +protected: + virtual bool CopyToInternal(UNiagaraDataInterface* Destination) const override; + +private: + static const FName PlayAudioName; + static const FName PlayPersistentAudioName; + static const FName SetPersistentAudioLocationName; + static const FName SetPersistentAudioRotationName; + static const FName SetPersistentAudioFloatParamName; + static const FName PausePersistentAudioName; +}; \ No newline at end of file diff --git a/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Public/FMODStudioNiagara.h b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Public/FMODStudioNiagara.h new file mode 100644 index 00000000..66b57bb5 --- /dev/null +++ b/hwanyoung2/Plugins/FMODStudioNiagara/Source/FMODStudioNiagara/Public/FMODStudioNiagara.h @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Modules/ModuleManager.h" + +class FFMODStudioNiagaraModule : public IModuleInterface +{ +public: + + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; diff --git a/hwanyoung2/Source/hwanyoung2.Target.cs b/hwanyoung2/Source/hwanyoung2.Target.cs new file mode 100644 index 00000000..631229ff --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class hwanyoung2Target : TargetRules +{ + public hwanyoung2Target(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V2; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + ExtraModuleNames.Add("hwanyoung2"); + } +} diff --git a/hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp b/hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp new file mode 100644 index 00000000..4e8a23e9 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "CraftingInfo.h" + diff --git a/hwanyoung2/Source/hwanyoung2/CraftingInfo.h b/hwanyoung2/Source/hwanyoung2/CraftingInfo.h new file mode 100644 index 00000000..de14a80c --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/CraftingInfo.h @@ -0,0 +1,59 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataTable.h" +#include "CraftingInfo.generated.h" + +/** + * + */ +USTRUCT(BlueprintType) +struct FCraftingInfo : public FTableRowBase +{ + GENERATED_BODY(); + +public: + + //unique ID of item that is being used to create the item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ItemAID; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ItemBID; + + //unique ID of item that is being used to create the item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ItemCID; + + //unique ID of item that is being used to create the item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ItemDID; + + //unique ID of the item that gets created + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ProductID; + + //do we want to destroy the component? + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bDestroyItemA; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bDestroyItemB; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bDestroyItemC; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bDestroyItemD; + + bool operator==(const FCraftingInfo& OtherItem) const { + return ItemAID == OtherItem.ItemAID + && ItemBID == OtherItem.ItemBID + && ItemCID == OtherItem.ItemCID + && ItemDID == OtherItem.ItemDID; + } + + +}; \ No newline at end of file diff --git a/hwanyoung2/Source/hwanyoung2/HYAIController.cpp b/hwanyoung2/Source/hwanyoung2/HYAIController.cpp new file mode 100644 index 00000000..8624c749 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYAIController.cpp @@ -0,0 +1,10 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYAIController.h" + +AHYAIController::AHYAIController() +{ + //if we create a new AI instance, it will want to have its own player state: + bWantsPlayerState = true; +} diff --git a/hwanyoung2/Source/hwanyoung2/HYAIController.h b/hwanyoung2/Source/hwanyoung2/HYAIController.h new file mode 100644 index 00000000..c9f5b239 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYAIController.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AIController.h" +#include "HYAIController.generated.h" + +/** + * + */ +UCLASS() +class HWANYOUNG2_API AHYAIController : public AAIController +{ + GENERATED_BODY() + +protected: + + + +public: + AHYAIController(); + +//protected: +// virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID); +// virtual FGenericTeamId GetGenericTeamId() const; +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYAttackComponent.cpp b/hwanyoung2/Source/hwanyoung2/HYAttackComponent.cpp new file mode 100644 index 00000000..10063038 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYAttackComponent.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYAttackComponent.h" + +// Sets default values for this component's properties +UHYAttackComponent::UHYAttackComponent() +{ + // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features + // off to improve performance if you don't need them. + PrimaryComponentTick.bCanEverTick = true; + + // ... +} + + +// Called when the game starts +void UHYAttackComponent::BeginPlay() +{ + Super::BeginPlay(); + + // ... + +} + + +// Called every frame +void UHYAttackComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + // ... +} + diff --git a/hwanyoung2/Source/hwanyoung2/HYAttackComponent.h b/hwanyoung2/Source/hwanyoung2/HYAttackComponent.h new file mode 100644 index 00000000..650b948a --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYAttackComponent.h @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "HYAttackComponent.generated.h" + +// collision-based attack part +USTRUCT(BlueprintType) +struct FMeleeAttackPart { + GENERATED_USTRUCT_BODY() + + //collider component (box collider) + + //attributes (floats): + // base attack damage number + // critical attack damage number + // critical attack rate percentage + + //hitbox related info: + // position of the hitbox relative to the player + // 3D vector of the dimensions of the hitbox + // 1 giant hit box (TODO: figure out a way to consider multiple parts as one hitbox entity to avoid looping) + + //method that returns boolean value based on whether there has been a collision detected with the enemy +}; + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class HWANYOUNG2_API UHYAttackComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UHYAttackComponent(); + +protected: + // Called when the game starts + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + //method that takes care of the dealing damage +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.cpp b/hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.cpp new file mode 100644 index 00000000..9b4f1cf8 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.cpp @@ -0,0 +1,44 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYAutomaticPickUp.h" +#include "HYPlayerCharacController.h" + +// Sets default values +AHYAutomaticPickUp::AHYAutomaticPickUp() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + PickupMesh = CreateDefaultSubobject("PickupMesh"); + RootComponent = Cast(PickupMesh); + + ItemID = FName("No ID"); + +} + +void AHYAutomaticPickUp::Collect_Implementation(APlayerController* Controller) +{ + AHYPlayerCharacController* IController = Cast(Controller); + if (IController->AddItemToInventoryByID(ItemID)) + Destroy(); +} + +FName AHYAutomaticPickUp::GetItemID() +{ + return ItemID; +} + +// Called when the game starts or when spawned +void AHYAutomaticPickUp::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AHYAutomaticPickUp::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.h b/hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.h new file mode 100644 index 00000000..674c55a9 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYAutomaticPickUp.h @@ -0,0 +1,38 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "HYAutomaticPickUp.generated.h" + +UCLASS() +class HWANYOUNG2_API AHYAutomaticPickUp : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AHYAutomaticPickUp(); + + UFUNCTION(BlueprintNativeEvent) + void Collect(APlayerController* Controller); + virtual void Collect_Implementation(APlayerController* Controller); + + FName GetItemID(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UPROPERTY(EditAnywhere) + UStaticMeshComponent* PickupMesh; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ItemID; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYConsumableItem.cpp b/hwanyoung2/Source/hwanyoung2/HYConsumableItem.cpp new file mode 100644 index 00000000..320c326e --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYConsumableItem.cpp @@ -0,0 +1,8 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYConsumableItem.h" + +AHYConsumableItem::AHYConsumableItem() +{ +} diff --git a/hwanyoung2/Source/hwanyoung2/HYConsumableItem.h b/hwanyoung2/Source/hwanyoung2/HYConsumableItem.h new file mode 100644 index 00000000..3a78c536 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYConsumableItem.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "HYManualPickUp.h" +#include "HYConsumableItem.generated.h" + +/** + * + */ + + +UCLASS() +class HWANYOUNG2_API AHYConsumableItem : public AHYManualPickUp +{ + GENERATED_BODY() + +public: + AHYConsumableItem(); + + UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Pick up and consume") + void OnUsed(APlayerController* Controller); + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYEnemyBase.cpp b/hwanyoung2/Source/hwanyoung2/HYEnemyBase.cpp new file mode 100644 index 00000000..67a91a48 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYEnemyBase.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYEnemyBase.h" + +// Sets default values +AHYEnemyBase::AHYEnemyBase() +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void AHYEnemyBase::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AHYEnemyBase::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +// Called to bind functionality to input +void AHYEnemyBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + +} + diff --git a/hwanyoung2/Source/hwanyoung2/HYEnemyBase.h b/hwanyoung2/Source/hwanyoung2/HYEnemyBase.h new file mode 100644 index 00000000..cd6af675 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYEnemyBase.h @@ -0,0 +1,29 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "HYEnemyBase.generated.h" + +UCLASS() +class HWANYOUNG2_API AHYEnemyBase : public ACharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AHYEnemyBase(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYGameStateBase.cpp b/hwanyoung2/Source/hwanyoung2/HYGameStateBase.cpp new file mode 100644 index 00000000..12b396e6 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYGameStateBase.cpp @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYGameStateBase.h" + +AHYGameStateBase::AHYGameStateBase() +{ + static ConstructorHelpers::FObjectFinder BP_ItemDataTable( + TEXT("DataTable'/Game/Hwanyoung/Interactables/ItemDataTable.ItemDataTable'")); + + ItemDatabase = BP_ItemDataTable.Object; +} + +UDataTable* AHYGameStateBase::GetItemDatabase() const +{ + return ItemDatabase; +} diff --git a/hwanyoung2/Source/hwanyoung2/HYGameStateBase.h b/hwanyoung2/Source/hwanyoung2/HYGameStateBase.h new file mode 100644 index 00000000..31038df8 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYGameStateBase.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "Engine.h" +#include "GameFramework/GameStateBase.h" +#include "HYGameStateBase.generated.h" + +/** + * The game state holds the database for all existing items within the game. + */ +UCLASS() +class HWANYOUNG2_API AHYGameStateBase : public AGameStateBase +{ + GENERATED_BODY() + +public: + AHYGameStateBase(); + + //getter function for item database + UDataTable* GetItemDatabase() const; + +protected: + + UPROPERTY(EditDefaultsOnly) + class UDataTable* ItemDatabase; +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYInteractableActor.cpp b/hwanyoung2/Source/hwanyoung2/HYInteractableActor.cpp new file mode 100644 index 00000000..2eeea24c --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYInteractableActor.cpp @@ -0,0 +1,37 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYInteractableActor.h" + +// Sets default values +AHYInteractableActor::AHYInteractableActor() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +void AHYInteractableActor::Interact_Implementation(APlayerController* Controller) +{ + return; +} + +FString AHYInteractableActor::GetInteractText() const +{ + return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action); +} + +// Called when the game starts or when spawned +void AHYInteractableActor::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AHYInteractableActor::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h b/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h new file mode 100644 index 00000000..295b7d7b --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h @@ -0,0 +1,44 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "HYInteractableActor.generated.h" + +/* +* Parent class for all interactable actor objects +*/ +UCLASS() +class HWANYOUNG2_API AHYInteractableActor : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AHYInteractableActor(); + + //this is a Blueprint-only Event; does not have C++ implementation + UFUNCTION(BlueprintNativeEvent) + void Interact(APlayerController* Controller); + + virtual void Interact_Implementation(APlayerController* Controller); + + UPROPERTY(EditDefaultsOnly) + FString Name; + + UPROPERTY(EditDefaultsOnly) + FString Action; + + UFUNCTION(BlueprintCallable, Category = "Pickup") + FString GetInteractText() const; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp b/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp new file mode 100644 index 00000000..7ec7c6dc --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYManualPickUp.h" +#include "HYPlayerCharacController.h" + +AHYManualPickUp::AHYManualPickUp() +{ + PickUpRangeMesh = CreateDefaultSubobject("PickupMesh"); + RootComponent = Cast(PickUpRangeMesh); + + ItemID = FName("No ID"); + + Super::Name = "Item"; + Super::Action = "pick up"; +} + +void AHYManualPickUp::Interact_Implementation(APlayerController* Controller) +{ + Super::Interact_Implementation(Controller); + + AHYPlayerCharacController* IController = Cast(Controller); + if (IController->AddItemToInventoryByID(ItemID)) + Destroy(); + else UE_LOG(LogTemp, Warning, TEXT("Item not found.")) +} + diff --git a/hwanyoung2/Source/hwanyoung2/HYManualPickUp.h b/hwanyoung2/Source/hwanyoung2/HYManualPickUp.h new file mode 100644 index 00000000..62424132 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYManualPickUp.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "HYInteractableActor.h" +#include "HYManualPickUp.generated.h" + +/** + * + */ +UCLASS() +class HWANYOUNG2_API AHYManualPickUp : public AHYInteractableActor +{ + GENERATED_BODY() +public: + AHYManualPickUp(); + + void Interact_Implementation(APlayerController* Controller) override; + +protected: + UPROPERTY(EditAnywhere) + UStaticMeshComponent* PickUpRangeMesh; + + UPROPERTY(EditAnywhere,BlueprintReadWrite) + FName ItemID; +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.cpp b/hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.cpp new file mode 100644 index 00000000..a2fc8a75 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.cpp @@ -0,0 +1,18 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYMoneyAutoPickUp.h" +#include "HYPlayerCharacController.h" + +AHYMoneyAutoPickUp::AHYMoneyAutoPickUp() +{ + Super::ItemID = FName("Lost soul"); + Value = 1; +} + +void AHYMoneyAutoPickUp::Collect_Implementation(APlayerController* Controller) +{ + AHYPlayerCharacController* IController = Cast(Controller); + IController->Currency += Value; + Destroy(); +} diff --git a/hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.h b/hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.h new file mode 100644 index 00000000..2b233a52 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYMoneyAutoPickUp.h @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "HYAutomaticPickUp.h" +#include "HYMoneyAutoPickUp.generated.h" + +/** + * + */ +UCLASS() +class HWANYOUNG2_API AHYMoneyAutoPickUp : public AHYAutomaticPickUp +{ + GENERATED_BODY() + +public: + AHYMoneyAutoPickUp(); + + void Collect_Implementation(APlayerController* Controller) override; + +protected: + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 Value; + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp new file mode 100644 index 00000000..7868c9c1 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp @@ -0,0 +1,104 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYPlayerCharacController.h" +#include "HYGameStateBase.h" +#include "Engine/DataTable.h" +#include "hwanyoung2Character.h" + +AHYPlayerCharacController::AHYPlayerCharacController() +{ + //this is hardcoding the limits: + InventorySlotLimit = 50; + InventoryWeightLimit = 500; +} + +int32 AHYPlayerCharacController::GetInventoryWeight() +{ + int32 TotalWeight = 0; + + for (auto& Item : Inventory) { + TotalWeight += 1; //hard coding for now + } + return TotalWeight; +} + +bool AHYPlayerCharacController::AddItemToInventoryByID(FName ID) +{ + AHYGameStateBase* gameState = Cast(GetWorld()->GetGameState()); + UDataTable* itemDB = gameState->GetItemDatabase(); + FInventoryItem* itemToAdd = itemDB->FindRow(ID, ""); + + if (itemToAdd) { + if (Inventory.Num() < InventorySlotLimit && + GetInventoryWeight() + itemToAdd->ItemWeight <= InventoryWeightLimit) { + Inventory.Add(*itemToAdd); + ReloadInventory(); + return true; + } + } + return false; +} + +FInventoryItem AHYPlayerCharacController::CraftItem(FInventoryItem ItemA) +{ + /*for (auto Combination : ItemB.CraftCombinations) { + if (Combination.ItemAID == ItemA.ItemID + && Combination.ItemBID == ItemB.ItemID + && Combination.ItemCID == ItemC.ItemID + && Combination.ItemDID == ItemD.ItemID) { + if (Combination.bDestroyItemA) Inventory.RemoveSingle(ItemA); + if (Combination.bDestroyItemB) Inventory.RemoveSingle(ItemB); + if (Combination.bDestroyItemC) Inventory.RemoveSingle(ItemC); + if (Combination.bDestroyItemD) Inventory.RemoveSingle(ItemD); + AddItemToInventoryByID(Combination.ProductID); + ReloadCraftUI(); + } + }*/ + + int32 NumOfCraftingItems = CraftingItems.Num(); + bool bIsValidComb; + bIsValidComb = false; + if (NumOfCraftingItems < 2 || NumOfCraftingItems > 4) { return FInventoryItem(); } + + AHYGameStateBase* gameState = Cast(GetWorld()->GetGameState()); + UDataTable* itemDB = gameState->GetItemDatabase(); + + for (auto Combination : ItemA.CraftCombinations) { + if (CraftingItems.Contains(Combination.ItemBID) && NumOfCraftingItems >= 2) { + if (Combination.bDestroyItemB) Inventory.RemoveSingle(*itemDB->FindRow(Combination.ItemBID, "")); + bIsValidComb = bIsValidComb || true; + } + if (CraftingItems.Contains(Combination.ItemCID) && NumOfCraftingItems >= 3) { + if (Combination.bDestroyItemC) Inventory.RemoveSingle(*itemDB->FindRow(Combination.ItemCID, "")); + bIsValidComb = bIsValidComb && true; + } + if (CraftingItems.Contains(Combination.ItemDID) && NumOfCraftingItems == 4) { + if (Combination.bDestroyItemD) Inventory.RemoveSingle(*itemDB->FindRow(Combination.ItemDID, "")); + bIsValidComb = bIsValidComb && true; + } + if (bIsValidComb) { + if (Combination.bDestroyItemA) Inventory.RemoveSingle(ItemA); + AddItemToInventoryByID(Combination.ProductID); + ReloadCraftUI(); + return *itemDB->FindRow(Combination.ProductID, ""); + } + else continue; + } + return FInventoryItem(); +} + +void AHYPlayerCharacController::Interact() +{ + if (CurrentInteractable) CurrentInteractable->Interact(this); +} + +void AHYPlayerCharacController::SetupInputComponent() +{ + Super::SetupInputComponent(); +} + +void AHYPlayerCharacController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); +} diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h new file mode 100644 index 00000000..018104dc --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h @@ -0,0 +1,76 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "HYInteractableActor.h" +#include "InventoryItem.h" +#include "CoreMinimal.h" +#include "GameFramework/PlayerController.h" +#include "HYPlayerCharacController.generated.h" + +/** + * + */ +UCLASS() +class HWANYOUNG2_API AHYPlayerCharacController : public APlayerController +{ + GENERATED_BODY() + +public: +#pragma region inventory + //setting up the controller inventory + AHYPlayerCharacController(); + + + UFUNCTION(BlueprintImplementableEvent) + void ReloadInventory(); + + UFUNCTION(BlueprintImplementableEvent) + void ReloadCraftUI(); + + UFUNCTION(BlueprintImplementableEvent) + void SaveGameplay(); + + UFUNCTION(BlueprintCallable, Category = "Utils") + int32 GetInventoryWeight(); + + UFUNCTION(BlueprintCallable, Category = "Utils") + bool AddItemToInventoryByID(FName ID); + + UFUNCTION(BlueprintCallable, Category = "Utils") + FInventoryItem CraftItem(FInventoryItem ItemA); + + UPROPERTY(BlueprintReadWrite, VisibleAnywhere) + class AHYInteractableActor* CurrentInteractable; + + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) + TArray Inventory; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 InventorySlotLimit; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 InventoryWeightLimit; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 Currency; + + + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) + TSet CraftingItems; + + //interacts with the Interactable objects + UFUNCTION(BlueprintCallable, Category = "Utils") + void Interact(); + +#pragma endregion + + +protected: + + //abstract function to override in order to + //bind actions or axis to different input components + virtual void SetupInputComponent() override; + + virtual void OnPossess(APawn* InPawn) override; +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYProjectileAttackComponent.cpp b/hwanyoung2/Source/hwanyoung2/HYProjectileAttackComponent.cpp new file mode 100644 index 00000000..bad88e77 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYProjectileAttackComponent.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYProjectileAttackComponent.h" + +// Sets default values for this component's properties +UHYProjectileAttackComponent::UHYProjectileAttackComponent() +{ + // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features + // off to improve performance if you don't need them. + PrimaryComponentTick.bCanEverTick = true; + + // ... +} + + +// Called when the game starts +void UHYProjectileAttackComponent::BeginPlay() +{ + Super::BeginPlay(); + + // ... + +} + + +// Called every frame +void UHYProjectileAttackComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + // ... +} + diff --git a/hwanyoung2/Source/hwanyoung2/HYProjectileAttackComponent.h b/hwanyoung2/Source/hwanyoung2/HYProjectileAttackComponent.h new file mode 100644 index 00000000..8df11311 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYProjectileAttackComponent.h @@ -0,0 +1,50 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "HYProjectileAttackComponent.generated.h" + +// hitscan-based attack part +USTRUCT(BlueprintType) +struct FProjectileAttackPart { + GENERATED_USTRUCT_BODY() + + //line trace component + + //attributes (floats): + // base attack damage number + // critical attack damage number + // critical attack rate percentage + + //line trace related info: + // where is the source of line trace placed? + // origin of the raycast + + //method that returns boolean value based on whether the line trace has hit the enemy +}; + + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class HWANYOUNG2_API UHYProjectileAttackComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UHYProjectileAttackComponent(); + +protected: + // Called when the game starts + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + + //method that takes care of the dealing damage + + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYSaveGameActor.cpp b/hwanyoung2/Source/hwanyoung2/HYSaveGameActor.cpp new file mode 100644 index 00000000..c6eb586e --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYSaveGameActor.cpp @@ -0,0 +1,22 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HYSaveGameActor.h" +#include "HYPlayerCharacController.h" + +AHYSaveGameActor::AHYSaveGameActor() +{ + SavepointMesh = CreateDefaultSubobject("SavepointMesh"); + RootComponent = Cast(SavepointMesh); + + Super::Name = "Haetae statue"; + Super::Action = "touch"; +} + +void AHYSaveGameActor::Interact_Implementation(APlayerController* Controller) +{ + Super::Interact_Implementation(Controller); + + AHYPlayerCharacController* IController = Cast(Controller); + IController->SaveGameplay(); +} diff --git a/hwanyoung2/Source/hwanyoung2/HYSaveGameActor.h b/hwanyoung2/Source/hwanyoung2/HYSaveGameActor.h new file mode 100644 index 00000000..a3e05e32 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYSaveGameActor.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "HYInteractableActor.h" +#include "HYSaveGameActor.generated.h" + +/** + * + */ +UCLASS() +class HWANYOUNG2_API AHYSaveGameActor : public AHYInteractableActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AHYSaveGameActor(); + + void Interact_Implementation(APlayerController* Controller) override; + +protected: + UPROPERTY(EditDefaultsOnly) + UStaticMeshComponent* SavepointMesh; + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HwanyoungAssetManager.cpp b/hwanyoung2/Source/hwanyoung2/HwanyoungAssetManager.cpp new file mode 100644 index 00000000..55eb735e --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HwanyoungAssetManager.cpp @@ -0,0 +1,12 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HwanyoungAssetManager.h" +#include "AbilitySystemGlobals.h" + +void UHwanyoungAssetManager::StartInitialLoading() +{ + Super::StartInitialLoading(); + UAbilitySystemGlobals::Get().InitGlobalData(); + UE_LOG(LogTemp, Warning, TEXT("Hello World!!")); +} diff --git a/hwanyoung2/Source/hwanyoung2/HwanyoungAssetManager.h b/hwanyoung2/Source/hwanyoung2/HwanyoungAssetManager.h new file mode 100644 index 00000000..0dded34a --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HwanyoungAssetManager.h @@ -0,0 +1,19 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/AssetManager.h" +#include "HwanyoungAssetManager.generated.h" + +/** + * + */ +UCLASS() +class HWANYOUNG2_API UHwanyoungAssetManager : public UAssetManager +{ + GENERATED_BODY() + +public: + virtual void StartInitialLoading() override; +}; diff --git a/hwanyoung2/Source/hwanyoung2/InventoryItem.cpp b/hwanyoung2/Source/hwanyoung2/InventoryItem.cpp new file mode 100644 index 00000000..c3a2deb6 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/InventoryItem.cpp @@ -0,0 +1,13 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "InventoryItem.h" + +FInventoryItem::FInventoryItem() +{ + this->ItemID = FName(TEXT("No ID")); + this->ItemName = FText::FromString("No Name"); + this->ItemWeight = 1; + this->ItemValue = 1; + this->ItemDescription = FText::FromString("No Description"); +} diff --git a/hwanyoung2/Source/hwanyoung2/InventoryItem.h b/hwanyoung2/Source/hwanyoung2/InventoryItem.h new file mode 100644 index 00000000..261fbb1b --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/InventoryItem.h @@ -0,0 +1,83 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Engine/DataTable.h" +#include "HYManualPickUp.h" +#include "CraftingInfo.h" +#include "InventoryItem.generated.h" + +/** + * Represents an item that can be added to player's inventory + */ +USTRUCT(BlueprintType) +struct FInventoryItem : public FTableRowBase +{ + GENERATED_BODY(); +public: + + FInventoryItem(); + + //unique ID for the item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ItemID; + + //queue of items that are dropped and spawned back into the world + UPROPERTY(EditAnywhere, BlueprintReadWrite) + TSubclassOf ItemPickup; + + //name of the item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText ItemName; + + //weight of the item + //(this may not be important, depends on how we re-design the inventory) + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 ItemWeight; + + //value of the item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 ItemValue; + + //is the item only available through drops? + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool OnlyDropped; + + //can this item be consumed/used? + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool CanBeUsed; + + //can this item be bought at the store? + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool CanBeBought; + + //is this a crafting item? + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool IsCraftItem; + + //is this a cooking item? + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool IsCookingItem; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* ItemIcon; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText ItemDescription; + + ////all the possible crafting combinations for this particular item + UPROPERTY(EditAnywhere, BlueprintReadWrite) + TArray CraftCombinations; + + bool operator==(const FInventoryItem& OtherItem) const { + return ItemID == OtherItem.ItemID; + } + + friend uint32 GetTypeHash(const FInventoryItem& InventoryItem) { + + return HashCombine(GetTypeHash(InventoryItem.ItemID), InventoryItem.ItemValue); + + } +}; \ No newline at end of file diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs b/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs new file mode 100644 index 00000000..a6b09ba5 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class hwanyoung2 : ModuleRules +{ + public hwanyoung2(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" }); + } +} diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2.cpp b/hwanyoung2/Source/hwanyoung2/hwanyoung2.cpp new file mode 100644 index 00000000..f52a0c1e --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "hwanyoung2.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, hwanyoung2, "hwanyoung2" ); + \ No newline at end of file diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2.h b/hwanyoung2/Source/hwanyoung2/hwanyoung2.h new file mode 100644 index 00000000..18f185a0 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2.h @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#ifndef _HWANYOUNG2_H__ +#define _HWANYOUNG2_H__ +#include "CoreMinimal.h" + +#define COLLISION_INTERACTABLE ECC_GameTraceChannel1; + +#endif diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp new file mode 100644 index 00000000..c2172083 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp @@ -0,0 +1,299 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "hwanyoung2Character.h" +#include "HYPlayerCharacController.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/Controller.h" +#include "GameFramework/SpringArmComponent.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "HYInteractableActor.h" +#include "InventoryItem.h" +#include "HYAutomaticPickUp.h" + + + +////////////////////////////////////////////////////////////////////////// +// Ahwanyoung2Character +Ahwanyoung2Character::Ahwanyoung2Character() +{ + Initialize(); +} + + + +void Ahwanyoung2Character::PossessedBy(AController* NewController) +{ + Super::PossessedBy(NewController); + +} + +float Ahwanyoung2Character::GetStartingCameraBoomArmLength() +{ + return 0.0f; +} + +FVector Ahwanyoung2Character::GetStartingCameraBoomLocation() +{ + return FVector(); +} + +void Ahwanyoung2Character::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(InputMapping, 0); + } + } + + +} + +//void Ahwanyoung2Character::SetGenericTeamId(const FGenericTeamId& NewTeamID) +//{ +//} +// +//FGenericTeamId Ahwanyoung2Character::GetGenericTeamId() const +//{ +// return FGenericTeamId(); +//} + +void Ahwanyoung2Character::CheckForInteractables() +{ + // Creates a LineTrace (similar to RayCast) to check for a hit + FHitResult HitResult; + + // The range of area the system should check for interactables + int32 Range = 800; //this can be changed + + //The start of the trace is the transform of the follow camera + FVector StartTrace = FollowCamera->GetComponentLocation(); + + //And the end of the trace is the 500 units ahead of the start trace + FVector EndTrace = (FollowCamera->GetForwardVector() * Range) + StartTrace; + + //Keeps track of parameters passed into collision function, assuming that + //there are multiple collided actors that is passed through the collision function + FCollisionQueryParams QueryParams; + QueryParams.AddIgnoredActor(this); //we are ignoring this, which is the character + + //Similarly to how GetComponent<>() function works, we get the controller + //object attached to the character and cast it as player character controller class + AHYPlayerCharacController* IController = Cast(GetController()); + + + //Checking if something is hit by the line cast within the range + if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace, + ECC_Visibility, QueryParams)) { + + //Cast the actor to AInteractable + if (AHYInteractableActor* Interactable = Cast(HitResult.GetActor())) { + IController->CurrentInteractable = Interactable; + return; + } + } else { + IController->CurrentInteractable = nullptr; + } + + +} + +void Ahwanyoung2Character::CollectAutoPickups() +{ + // Stores all the overlapping actors in an array + TArray CollectedActors; + CollectionSphere->GetOverlappingActors(CollectedActors); + + AHYPlayerCharacController* IController = Cast(GetController()); + + for (int32 indCollect = 0; indCollect < CollectedActors.Num(); ++indCollect) { + AHYAutomaticPickUp* const Pickup = Cast(CollectedActors[indCollect]); + if (Pickup && !Pickup->IsPendingKill()) { + Pickup->Collect(IController); + } + } +} + + +void Ahwanyoung2Character::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + CheckForInteractables(); + CollectAutoPickups(); +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(PlayerInputComponent)) { + + //Jumping + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump); + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); + + //Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move); + + //Walking + EnhancedInputComponent->BindAction(WalkAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move); + + //Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look); + + } + +} + +void Ahwanyoung2Character::Move(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + if (Controller != nullptr) + { + // find out which way is forward + const FRotator Rotation = Controller->GetControlRotation(); + const FRotator YawRotation(0, Rotation.Yaw, 0); + + // get forward vector + const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); + + // get right vector + const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); + + // add movement + AddMovementInput(ForwardDirection, MovementVector.Y); + AddMovementInput(RightDirection, MovementVector.X); + } +} + +void Ahwanyoung2Character::Look(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D LookAxisVector = Value.Get(); + + if (Controller != nullptr) + { + // add yaw and pitch input to controller + AddControllerYawInput(LookAxisVector.X); + AddControllerPitchInput(LookAxisVector.Y); + } +} + +void Ahwanyoung2Character::Initialize() +{ + // Set size for collision capsule + GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); + + // Don't rotate when the controller rotates. Let that just affect the camera. + bUseControllerRotationPitch = false; + bUseControllerRotationYaw = false; + bUseControllerRotationRoll = false; + + // Configure character movement + GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... + GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate + + // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint + // instead of recompiling to adjust them + GetCharacterMovement()->JumpZVelocity = 700.f; + GetCharacterMovement()->AirControl = 0.35f; + GetCharacterMovement()->MaxWalkSpeed = 500.f; + GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; + GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; + + // Create a camera boom (pulls in towards the player if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character + CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation + FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm + + // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) + // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) + + CollectionSphere = CreateDefaultSubobject(TEXT("CollectionSphere")); + CollectionSphere->SetupAttachment(RootComponent); + CollectionSphere->SetSphereRadius(200.f); +} + + + + + +//void Ahwanyoung2Character::RemoveCharacterAbilities() +//{ +// //if the object doesn't have the authority, ability system component is not valid +// //or character abilities are not given in the ability system component, +// //we don't do anything and just return +// if (GetLocalRole() != ROLE_Authority || +// !AbilitySystemComponent.IsValid() || +// !AbilitySystemComponent->CharacterAbilitiesGiven) +// { +// return; +// } +// +// TArray AbilitiesToRemove; +// for (const FGameplayAbilitySpec& Spec : AbilitySystemComponent->GetActivatableAbilities()) +// { +// if (Spec.SourceObject == this && CharacterAbilities.Contains(Spec.Ability->GetClass())) +// { +// AbilitiesToRemove.Add(Spec.Handle); //spec.handle is an instance of the ability +// } +// } +// +// for (int32 i = 0; i < AbilitiesToRemove.Num(); i++) +// { +// AbilitySystemComponent->ClearAbility(AbilitiesToRemove[i]); +// } +// +// AbilitySystemComponent->CharacterAbilitiesGiven = false; +//} + +//void Ahwanyoung2Character::Die() +//{ +// RemoveCharacterAbilities(); +// +// GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision); +// GetCharacterMovement()->GravityScale = 0; +// GetCharacterMovement()->Velocity = FVector(0); //disabling character movement when death +// +// OnCharacterDied.Broadcast(this); +// +// if (AbilitySystemComponent.IsValid()) +// { +// AbilitySystemComponent->CancelAbilities(); +// +// FGameplayTagContainer EffectsTagsToRemove; +// EffectsTagsToRemove.AddTag(EffectRemoveOnDeathTag); +// int32 NumEffectsRemoved = AbilitySystemComponent->RemoveActiveEffectsWithTags(EffectsTagsToRemove); +// AbilitySystemComponent->AddLooseGameplayTag(DeadTag); +// } +// +// //playing death anim: +// if (DeathMontage) +// { +// PlayAnimMontage(DeathMontage); +// } +// else +// { +// FinishDying(); +// } +//} diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h new file mode 100644 index 00000000..1553f249 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h @@ -0,0 +1,122 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputAction.h" +//#include "AIModule/Classes/GenericTeamAgentInterface.h" +#include "hwanyoung2.h" +#include "Components/SphereComponent.h" +#include "hwanyoung2Character.generated.h" + + +UCLASS(config=Game) +class Ahwanyoung2Character : public ACharacter/*, public UGenericTeamAgentInterface*/ +{ + GENERATED_BODY() + + /** Camera boom positioning the camera behind the character */ + UPROPERTY(BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true")) + class USpringArmComponent* CameraBoom; + + /** Follow camera */ + UPROPERTY(BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true")) + class UCameraComponent* FollowCamera; + + /** Collection sphere */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class USphereComponent* CollectionSphere; + +#pragma region Character Gameplay Input Action + /** MappingContext */ + UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputMappingContext* InputMapping; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* MoveAction; + + /** Look Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* LookAction; + + /** Walk Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* WalkAction; + +#pragma endregion + +private: + //Helper function for + void Initialize(); + +public: + + Ahwanyoung2Character(); + + //Updates the AbilitysystemComponent's actorInfo, especially in a multiplayer environment + //Gets called on the server (so basically my end) + virtual void PossessedBy(AController* NewController) override; + + + UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera") + float GetStartingCameraBoomArmLength(); + + UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera") + FVector GetStartingCameraBoomLocation(); + + + /** Returns CameraBoom subobject **/ + class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + /** Returns FollowCamera subobject **/ + class UCameraComponent* GetFollowCamera() const { return FollowCamera; } + + virtual void Tick(float DeltaTime) override; + +protected: + + UPROPERTY(BlueprintReadOnly, Category = "HY_Character|Camera") + float StartingCameraBoomArmLength; + + UPROPERTY(BlueprintReadOnly, Category = "HY_Character|Camera") + FVector StartingCameraBoomLocation; + + UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "HY_Character|Camera") + float BaseTurnRate = 45.0f; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "HY_Character|Camera") + float BaseLookUpRate = 45.0f; + + + UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Character") + FText CharacterName; + + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + /** Called for looking input */ + void Look(const FInputActionValue& Value); + + /** Called for checking for the closest Interactable in sight and in range*/ + void CheckForInteractables(); + + /** Called for collecting automatic pick-upable interactables*/ + void CollectAutoPickups(); + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + // To add mapping context + virtual void BeginPlay(); + + /*virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID); + virtual FGenericTeamId GetGenericTeamId() const;*/ + +}; + diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2GameMode.cpp b/hwanyoung2/Source/hwanyoung2/hwanyoung2GameMode.cpp new file mode 100644 index 00000000..d9c7943f --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2GameMode.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "hwanyoung2GameMode.h" +#include "hwanyoung2Character.h" +#include "UObject/ConstructorHelpers.h" + +Ahwanyoung2GameMode::Ahwanyoung2GameMode() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); + if (PlayerPawnBPClass.Class != NULL) + { + DefaultPawnClass = PlayerPawnBPClass.Class; + } +} diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2GameMode.h b/hwanyoung2/Source/hwanyoung2/hwanyoung2GameMode.h new file mode 100644 index 00000000..c56ec215 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2GameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "hwanyoung2GameMode.generated.h" + +UCLASS(minimalapi) +class Ahwanyoung2GameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + Ahwanyoung2GameMode(); +}; + + + diff --git a/hwanyoung2/Source/hwanyoung2Editor.Target.cs b/hwanyoung2/Source/hwanyoung2Editor.Target.cs new file mode 100644 index 00000000..8ac81fca --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2Editor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class hwanyoung2EditorTarget : TargetRules +{ + public hwanyoung2EditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V2; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + ExtraModuleNames.Add("hwanyoung2"); + } +} diff --git a/hwanyoung2/hwanyoung2.uproject b/hwanyoung2/hwanyoung2.uproject new file mode 100644 index 00000000..10df1ecf --- /dev/null +++ b/hwanyoung2/hwanyoung2.uproject @@ -0,0 +1,63 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.3", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "hwanyoung2", + "Type": "Runtime", + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine", + "GameplayAbilities", + "AIModule" + ] + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + }, + { + "Name": "GameplayAbilities", + "Enabled": true + }, + { + "Name": "GameplayStateTree", + "Enabled": true + }, + { + "Name": "VisualStudioTools", + "Enabled": false, + "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2", + "SupportedTargetPlatforms": [ + "Win64" + ] + }, + { + "Name": "FMODStudio", + "Enabled": true + }, + { + "Name": "Water", + "Enabled": true + }, + { + "Name": "WaterExtras", + "Enabled": true + }, + { + "Name": "FMODStudioNiagara", + "Enabled": true + }, + { + "Name": "SkeletalMeshModelingTools", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/hwanyoung2/shadertoolsconfig.json b/hwanyoung2/shadertoolsconfig.json new file mode 100644 index 00000000..9e8ecb44 --- /dev/null +++ b/hwanyoung2/shadertoolsconfig.json @@ -0,0 +1,8 @@ +{ + "hlsl.preprocessorDefinitions": { + }, + " hlsl.additionalIncludeDirectories": [ + ], + "hlsl.virtualDirectoryMappings": { + } +}