Illusion-UE5/hwanyoung2/Plugins/FMODStudio/Source/FMODStudioEditor/Private/FMODStudioEditorModule.cpp
2024-02-10 17:06:19 -05:00

1306 lines
49 KiB
C++

// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2023.
#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 "AssetRegistry/AssetRegistryModule.h"
#include "UnrealEd/Public/AssetSelection.h"
#include "Slate/Public/Framework/Notifications/NotificationManager.h"
#include "Slate/Public/Widgets/Notifications/SNotificationList.h"
#include "Developer/Settings/Public/ISettingsModule.h"
#include "Developer/Settings/Public/ISettingsSection.h"
#include "UnrealEd/Public/Editor.h"
#include "Slate/SceneViewport.h"
#include "LevelEditor/Public/LevelEditor.h"
#include "Sockets/Public/SocketSubsystem.h"
#include "Sockets/Public/Sockets.h"
#include "Sockets/Public/IPAddress.h"
#include "UnrealEd/Public/FileHelpers.h"
#include "Sequencer/Public/ISequencerModule.h"
#include "Sequencer/Public/SequencerChannelInterface.h"
#include "MovieSceneTools/Public/ClipboardTypes.h"
#include "Engine/Public/DebugRenderSceneProxy.h"
#include "Engine/Classes/Debug/DebugDrawService.h"
#include "Settings/ProjectPackagingSettings.h"
#include "UnrealEdGlobals.h"
#include "UnrealEd/Public/LevelEditorViewport.h"
#include "ActorFactories/ActorFactory.h"
#include "Engine/Canvas.h"
#include "Editor/UnrealEdEngine.h"
#include "Slate/Public/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<FInternetAddr> 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<char> 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<FFMODProjectLocale> &StudioLocales);
/** Reload banks */
void ReloadBanks();
/** Callback for the main frame finishing load */
void OnMainFrameLoaded(TSharedPtr<SWindow> InRootWindow, bool bIsNewProjectWindow);
/** Callbacks for bad settings notification buttons */
void OnBadSettingsPopupSettingsClicked();
void OnBadSettingsPopupDismissClicked();
TArray<FName> RegisteredComponentClassNames;
void RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> 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<IComponentAssetBroker> AssetBroker;
/** The extender to pass to the level editor to extend its window menu */
TSharedPtr<FExtender> MainMenuExtender;
/** Asset type actions for events (edit, play, stop) */
TSharedPtr<FAssetTypeActions_FMODEvent> FMODEventAssetTypeActions;
ISettingsSectionPtr SettingsSection;
/** Notification popup that settings are bad */
TWeakPtr<SNotificationItem> 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<ISettingsModule>("Settings"))
{
SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "FMODStudio", LOCTEXT("FMODStudioSettingsName", "FMOD Studio"),
LOCTEXT("FMODStudioDescription", "Configure the FMOD Studio plugin"), GetMutableDefault<UFMODSettings>());
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<ISequencerModule>("Sequencer");
FMODControlTrackEditorCreateTrackEditorHandle =
SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FFMODEventControlTrackEditor::CreateTrackEditor));
FMODParamTrackEditorCreateTrackEditorHandle =
SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FFMODEventParameterTrackEditor::CreateTrackEditor));
SequencerModule.RegisterChannelInterface<FFMODEventControlChannel>();
// Register the details customizations
{
FPropertyEditorModule &PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("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<FLevelEditorModule>(TEXT("LevelEditor"));
if (LevelEditor)
{
RegisterHelpMenuEntries();
MainMenuExtender = MakeShareable(new FExtender);
MainMenuExtender->AddMenuExtension("FileLoadAndSave", EExtensionHook::After, NULL,
FMenuExtensionDelegate::CreateRaw(this, &FFMODStudioEditorModule::AddFileMenuExtension));
LevelEditor->GetMenuExtensibilityManager()->AddExtender(MainMenuExtender);
}
}
// Register AssetTypeActions
IAssetTools &AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("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<FAssetRegistryModule>(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<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.OnMainFrameCreationFinished().AddRaw(this, &FFMODStudioEditorModule::OnMainFrameLoaded);
}
void FFMODStudioEditorModule::ProcessBanks()
{
if (!IsRunningCommandlet() && FApp::HasProjectName())
{
BankUpdateNotifier.EnableUpdate(false);
ReloadBanks();
const UFMODSettings &Settings = *GetDefault<UFMODSettings>();
BankUpdateNotifier.SetFilePath(Settings.GetFullBankPath());
BankUpdateNotifier.EnableUpdate(true);
IFMODStudioModule::Get().RefreshSettings();
}
}
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<FString> 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<FFMODProjectLocale> &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<FString> 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<UFMODSettings>();
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<FFMODProjectLocale> 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;
Settings.Locales[0].bDefault = true;
SettingsSection->Save();
IFMODStudioModule::Get().RefreshSettings();
}
}
}
}
}
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<FString> 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<FString> 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<FMOD::Studio::Bank *> 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<FString> 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>(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<SWindow> InRootWindow, bool bIsNewProjectWindow)
{
if (!bIsNewProjectWindow)
{
// Show a popup notification that allows the user to fix bad settings
const UFMODSettings& Settings = *GetDefault<UFMODSettings>();
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<ISettingsModule>("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)
{
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<FLevelEditorModule>("LevelEditor");
if (LevelEditorModule)
{
LevelEditorModule->GetMenuExtensibilityManager()->RemoveExtender(MainMenuExtender);
}
}
}
if (ISettingsModule *SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->UnregisterSettings("Project", "Plugins", "FMODStudio");
}
// Unregister AssetTypeActions
if (FModuleManager::Get().IsModuleLoaded("AssetTools"))
{
IAssetTools &AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("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<ISequencerModule>("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<FString> 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<FComponentVisualizer> Visualizer)
{
if (GUnrealEd != nullptr)
{
GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
}
RegisteredComponentClassNames.Add(ComponentClassName);
if (Visualizer.IsValid())
{
Visualizer->OnRegister();
}
}
#undef LOCTEXT_NAMESPACE