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# This file is part of Korman.
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#
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# Korman is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Korman is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Korman. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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from bpy.props import *
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from bpy.app.handlers import persistent
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from contextlib import contextmanager
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import math
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from PyHSPlasma import *
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from ... import korlib
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from .base import PlasmaModifierProperties
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from .physics import surface_types
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from ...exporter import ExportError
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from ... import idprops
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_randomsound_modes = {
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"normal": plRandomSoundMod.kNormal,
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"norepeat": plRandomSoundMod.kNoRepeats,
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"coverall": plRandomSoundMod.kCoverall | plRandomSoundMod.kNoRepeats,
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"sequential": plRandomSoundMod.kSequential
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}
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class PlasmaRandomSound(PlasmaModifierProperties):
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pl_id = "random_sound"
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pl_depends = {"soundemit"}
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bl_category = "Logic"
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bl_label = "Random Sound"
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bl_description = ""
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mode = EnumProperty(name="Mode",
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description="Playback Type",
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items=[("random", "Random Time", "Plays a random sound from the emitter at a random time"),
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("collision", "Collision Surface", "Plays a random sound when the object's parent collides")],
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default="random",
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options=set())
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# Physical (read: collision) sounds
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play_on = EnumProperty(name="Play On",
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description="Play sounds on this collision event",
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items=[("slide", "Slide", "Plays a random sound on object slide"),
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("impact", "Impact", "Plays a random sound on object slide")],
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options=set())
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surfaces = EnumProperty(name="Play Against",
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description="Sounds are played on collision against these surfaces",
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items=surface_types[1:],
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options={"ENUM_FLAG"})
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# Timed random sounds
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auto_start = BoolProperty(name="Auto Start",
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description="Start playing when the Age loads",
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default=True,
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options=set())
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play_mode = EnumProperty(name="Play Mode",
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description="",
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items=[("normal", "Any", "Plays any attached sound"),
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("norepeat", "No Repeats", "Do not replay a sound immediately after itself"),
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("coverall", "Full Set", "Once a sound is played, do not replay it until after all sounds are played"),
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("sequential", "Sequential", "Play sounds in the order they appear in the emitter")],
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default="norepeat",
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options=set())
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stop_after_set = BoolProperty(name="Stop After Set",
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description="Stop playing after all sounds are played",
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default=False,
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options=set())
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stop_after_play = BoolProperty(name="Stop After Play",
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description="Stop playing after one sound is played",
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default=False,
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options=set())
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min_delay = FloatProperty(name="Min Delay",
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description="Minimum delay length",
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min=0.0,
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subtype="TIME", unit="TIME",
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options=set())
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max_delay = FloatProperty(name="Max Delay",
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description="Maximum delay length",
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min=0.0,
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subtype="TIME", unit="TIME",
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options=set())
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def export(self, exporter, bo, so):
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rndmod = exporter.mgr.find_create_object(plRandomSoundMod, bl=bo, so=so)
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if self.mode == "random":
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if not self.auto_start:
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rndmod.state = plRandomSoundMod.kStopped
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if self.stop_after_play:
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rndmod.mode |= plRandomSoundMod.kOneCmd
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else:
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rndmod.minDelay = min(self.min_delay, self.max_delay)
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rndmod.maxDelay = max(self.min_delay, self.max_delay)
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# Delaying from the start makes ZERO sense. Screw that.
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rndmod.mode |= plRandomSoundMod.kDelayFromEnd
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rndmod.mode |= _randomsound_modes[self.play_mode]
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if self.stop_after_set:
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rndmod.mode |= plRandomSoundMod.kOneCycle
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elif self.mode == "collision":
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rndmod.mode = plRandomSoundMod.kNoRepeats | plRandomSoundMod.kOneCmd
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rndmod.state = plRandomSoundMod.kStopped
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else:
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raise RuntimeError()
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def post_export(self, exporter, bo, so):
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if self.mode == "collision" and self.surfaces:
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parent_bo = bo.parent
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if parent_bo is None:
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raise ExportError("[{}]: Collision sound objects MUST be parented directly to the collider object.", bo.name)
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phys = exporter.mgr.find_object(plGenericPhysical, bl=parent_bo)
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if phys is None:
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raise ExportError("[{}]: Collision sound objects MUST be parented directly to the collider object.", bo.name)
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# The soundGroup on the physical may or may not be the generic "this is my surface type"
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# soundGroup with no actual sounds attached. So, we need to lookup the actual one.
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sndgroup = exporter.mgr.find_create_object(plPhysicalSndGroup, bl=parent_bo)
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sndgroup.group = getattr(plPhysicalSndGroup, parent_bo.plasma_modifiers.collision.surface)
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phys.soundGroup = sndgroup.key
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rndmod = exporter.mgr.find_key(plRandomSoundMod, bl=bo, so=so)
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if self.play_on == "slide":
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groupattr = "slideSounds"
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elif self.play_on == "impact":
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groupattr = "impactSounds"
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else:
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raise RuntimeError()
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sounds = { i: sound for i, sound in enumerate(getattr(sndgroup, groupattr)) }
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for surface_name in self.surfaces:
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surface_id = getattr(plPhysicalSndGroup, surface_name)
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if surface_id in sounds:
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exporter.report.warn("Overwriting physical {} surface '{}' ID:{}",
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groupattr, surface_name, surface_id, indent=2)
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else:
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exporter.report.msg("Got physical {} surface '{}' ID:{}",
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groupattr, surface_name, surface_id, indent=2)
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sounds[surface_id] = rndmod
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# Keeps the LUT (or should that be lookup vector?) as small as possible
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setattr(sndgroup, groupattr, [sounds.get(i) for i in range(max(sounds.keys()) + 1)])
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class PlasmaSfxFade(bpy.types.PropertyGroup):
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fade_type = EnumProperty(name="Type",
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description="Fade Type",
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items=[("NONE", "[Disable]", "Don't fade"),
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("kLinear", "Linear", "Linear fade"),
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("kLogarithmic", "Logarithmic", "Log fade"),
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("kExponential", "Exponential", "Exponential fade")],
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options=set())
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length = FloatProperty(name="Length",
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description="Seconds to spend fading",
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default=1.0, min=0.0,
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options=set(), subtype="TIME", unit="TIME")
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class PlasmaSound(idprops.IDPropMixin, bpy.types.PropertyGroup):
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@contextmanager
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def _lock_sound(self):
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exclusive = not self.updating_sound
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self.updating_sound = True
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try:
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yield exclusive
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finally:
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if exclusive:
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self.updating_sound = False
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def _update_sound(self, value):
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with self._lock_sound() as exclusive:
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if exclusive:
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if not value:
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self.name = "[Empty]"
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return
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try:
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header, size = self._get_sound_info()
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except Exception as e:
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self.is_valid = False
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# this might be perfectly acceptable... who knows?
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# user consumable error report to be handled by the UI code
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print("---Invalid SFX selection---\n{}\n------".format(str(e)))
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else:
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self.is_valid = True
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self.is_stereo = header.numChannels == 2
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self._update_name()
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def _update_name(self, context=None):
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if self.is_stereo and self.channel != {"L", "R"}:
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self.name = "{}:{}".format(self._sound_name, "L" if "L" in self.channel else "R")
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else:
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self.name = self._sound_name
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enabled = BoolProperty(name="Enabled", default=True, options=set())
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sound = PointerProperty(name="Sound",
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description="Sound Datablock",
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type=bpy.types.Sound,
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update=_update_sound)
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updating_sound = BoolProperty(default=False,
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options={"HIDDEN", "SKIP_SAVE"})
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is_stereo = BoolProperty(default=True, options={"HIDDEN"})
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is_valid = BoolProperty(default=False, options={"HIDDEN"})
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sfx_region = PointerProperty(name="Soft Volume",
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description="Soft region this sound can be heard in",
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type=bpy.types.Object,
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poll=idprops.poll_softvolume_objects)
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sfx_type = EnumProperty(name="Category",
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description="Describes the purpose of this sound",
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items=[("kSoundFX", "3D", "3D Positional SoundFX"),
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("kAmbience", "Ambience", "Ambient Sounds"),
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("kBackgroundMusic", "Music", "Background Music"),
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("kGUISound", "GUI", "GUI Effect"),
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("kNPCVoices", "NPC", "NPC Speech")],
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options=set())
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channel = EnumProperty(name="Channel",
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description="Which channel(s) to play",
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items=[("L", "Left", "Left Channel"),
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("R", "Right", "Right Channel")],
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options={"ENUM_FLAG"},
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default={"L", "R"},
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update=_update_name)
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auto_start = BoolProperty(name="Auto Start",
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description="Start playing when the age is loaded",
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default=False,
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options=set())
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incidental = BoolProperty(name="Incidental",
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description="Sound is a low-priority incident and the engine may forgo playback",
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default=False,
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options=set())
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loop = BoolProperty(name="Loop",
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description="Loop the sound",
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default=False,
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options=set())
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inner_cone = FloatProperty(name="Inner Angle",
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description="Angle of the inner cone from the negative Z-axis",
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min=0, max=math.radians(360), default=0, step=100,
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options=set(),
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subtype="ANGLE")
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outer_cone = FloatProperty(name="Outer Angle",
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description="Angle of the outer cone from the negative Z-axis",
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min=0, max=math.radians(360), default=math.radians(360), step=100,
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options=set(),
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subtype="ANGLE")
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outside_volume = IntProperty(name="Outside Volume",
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description="Sound's volume when outside the outer cone",
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min=0, max=100, default=100,
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options=set(),
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subtype="PERCENTAGE")
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min_falloff = IntProperty(name="Begin Falloff",
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description="Distance where volume attenuation begins",
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min=0, max=1000000000, default=1,
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options=set(),
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subtype="DISTANCE")
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max_falloff = IntProperty(name="End Falloff",
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description="Distance where the sound is inaudible",
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min=0, max=1000000000, default=1000,
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options=set(),
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subtype="DISTANCE")
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volume = IntProperty(name="Volume",
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description="Volume to play the sound",
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min=0, max=100, default=100,
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options={"ANIMATABLE"},
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subtype="PERCENTAGE")
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fade_in = PointerProperty(type=PlasmaSfxFade, options=set())
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fade_out = PointerProperty(type=PlasmaSfxFade, options=set())
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def _get_package_value(self):
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if self.sound is not None:
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self.package_value = self.sound.plasma_sound.package
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return self.package_value
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def _set_package_value(self, value):
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if self.sound is not None:
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self.sound.plasma_sound.package = value
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# This is really a property of the sound itself, not of this particular emitter instance.
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# However, to prevent weird UI inconsistencies where the button might be missing or change
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# states when clearing the sound pointer, we'll cache the actual value here.
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package = BoolProperty(name="Export",
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description="Package this file in the age export",
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get=_get_package_value, set=_set_package_value,
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options=set())
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package_value = BoolProperty(options={"HIDDEN", "SKIP_SAVE"})
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@property
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def channel_override(self):
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if self.is_stereo and len(self.channel) == 1:
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return min(self.channel)
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else:
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return None
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def convert_sound(self, exporter, so, audible):
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header, dataSize = self._get_sound_info()
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length = dataSize / header.avgBytesPerSec
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# HAX: Ensure that the sound file is copied to game, if applicable.
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if self._sound.plasma_sound.package:
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exporter.output.add_sfx(self._sound)
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# There is some bug in the MOUL code that causes a crash if this does not match the expected
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# result. Worse, PotS seems to not like static sounds that are brand-new to it. Possibly because
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# it needs to be decompressed outside of game. There's no sense in debugging any of that
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# though--the user should never specify streaming vs static. That's an implementation detail.
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if exporter.mgr.getVer() != pvMoul and self._sound.plasma_sound.package:
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pClass = plWin32StreamingSound
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else:
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pClass = plWin32StreamingSound if length > 4.0 else plWin32StaticSound
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# OK. Any Plasma engine that uses OpenAL (MOUL) is subject to this restriction.
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# 3D Positional audio MUST... and I mean MUST... have mono emitters.
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# That means if the user has specified 3D and a stereo sound AND both channels, we MUST
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# export two emitters from here. Otherwise, it's no biggie. Wheeeeeeeeeeeeeeeeeeeeeeeee
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if self.is_3d_stereo or (self.is_stereo and len(self.channel) == 1):
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header.avgBytesPerSec = int(header.avgBytesPerSec / 2)
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header.numChannels = int(header.numChannels / 2)
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header.blockAlign = int(header.blockAlign / 2)
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dataSize = int(dataSize / 2)
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if self.is_3d_stereo:
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audible.addSound(self._convert_sound(exporter, so, pClass, header, dataSize, channel="L"))
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audible.addSound(self._convert_sound(exporter, so, pClass, header, dataSize, channel="R"))
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else:
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audible.addSound(self._convert_sound(exporter, so, pClass, header, dataSize, channel=self.channel_override))
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def _convert_sound(self, exporter, so, pClass, wavHeader, dataSize, channel=None):
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if channel is None:
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name = "Sfx-{}_{}".format(so.key.name, self._sound_name)
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else:
|
|
|
|
name = "Sfx-{}_{}:{}".format(so.key.name, self._sound_name, channel)
|
|
|
|
exporter.report.msg("[{}] {}", pClass.__name__[2:], name, indent=1)
|
|
|
|
sound = exporter.mgr.find_create_object(pClass, so=so, name=name)
|
|
|
|
|
|
|
|
# If this object is a soft volume itself, we will use our own soft region.
|
|
|
|
# Otherwise, check what they specified...
|
|
|
|
sv_mod, sv_key = self.id_data.plasma_modifiers.softvolume, None
|
|
|
|
if sv_mod.enabled:
|
|
|
|
sv_key = sv_mod.get_key(exporter, so)
|
|
|
|
elif self.sfx_region:
|
|
|
|
sv_mod = self.sfx_region.plasma_modifiers.softvolume
|
|
|
|
if not sv_mod.enabled:
|
|
|
|
raise ExportError("'{}': SoundEmit '{}', '{}' is not a SoftVolume".format(self.id_data.name, self._sound_name, self.sfx_region.name))
|
|
|
|
sv_key = sv_mod.get_key(exporter)
|
|
|
|
if sv_key is not None:
|
|
|
|
sv_key.object.listenState |= plSoftVolume.kListenCheck | plSoftVolume.kListenDirty | plSoftVolume.kListenRegistered
|
|
|
|
sound.softRegion = sv_key
|
|
|
|
|
|
|
|
# Sound
|
|
|
|
sound.type = getattr(plSound, self.sfx_type)
|
|
|
|
if sound.type == plSound.kSoundFX:
|
|
|
|
sound.properties |= plSound.kPropIs3DSound
|
|
|
|
if self.auto_start:
|
|
|
|
sound.properties |= plSound.kPropAutoStart
|
|
|
|
if self.loop:
|
|
|
|
sound.properties |= plSound.kPropLooping
|
|
|
|
if self.incidental:
|
|
|
|
sound.properties |= plSound.kPropIncidental
|
|
|
|
sound.dataBuffer = self._find_sound_buffer(exporter, so, wavHeader, dataSize, channel)
|
|
|
|
|
|
|
|
# Cone effect
|
|
|
|
# I have observed that Blender 2.77's UI doesn't show the appropriate unit (degrees) for
|
|
|
|
# IntProperty angle subtypes. So, we're storing the angles as floats in Blender even though
|
|
|
|
# Plasma only wants integers. Sigh.
|
|
|
|
sound.innerCone = int(math.degrees(self.inner_cone))
|
|
|
|
sound.outerCone = int(math.degrees(self.outer_cone))
|
|
|
|
sound.outerVol = self.outside_volume
|
|
|
|
|
|
|
|
# Falloff
|
|
|
|
sound.desiredVolume = self.volume / 100.0
|
|
|
|
sound.minFalloff = self.min_falloff
|
|
|
|
sound.maxFalloff = self.max_falloff
|
|
|
|
|
|
|
|
# Fade FX
|
|
|
|
fade_in, fade_out = sound.fadeInParams, sound.fadeOutParams
|
|
|
|
for blfade, plfade in ((self.fade_in, fade_in), (self.fade_out, fade_out)):
|
|
|
|
if blfade.fade_type == "NONE":
|
|
|
|
plfade.lengthInSecs = 0.0
|
|
|
|
else:
|
|
|
|
plfade.lengthInSecs = blfade.length
|
|
|
|
plfade.type = getattr(plSound.plFadeParams, blfade.fade_type)
|
|
|
|
plfade.currTime = -1.0
|
|
|
|
|
|
|
|
# Some manual fiddling -- this is hidden deep inside the 3dsm exporter...
|
|
|
|
# Kind of neat how it's all generic though :)
|
|
|
|
fade_in.volStart = 0.0
|
|
|
|
fade_in.volEnd = 1.0
|
|
|
|
fade_out.volStart = 1.0
|
|
|
|
fade_out.volEnd = 0.0
|
|
|
|
fade_out.stopWhenDone = True
|
|
|
|
|
|
|
|
# Some last minute buffer tweaking based on our props here...
|
|
|
|
buffer = sound.dataBuffer.object
|
|
|
|
if isinstance(sound, plWin32StreamingSound):
|
|
|
|
buffer.flags |= plSoundBuffer.kStreamCompressed
|
|
|
|
if sound.type == plSound.kBackgroundMusic:
|
|
|
|
buffer.flags |= plSoundBuffer.kAlwaysExternal
|
|
|
|
|
|
|
|
# Win32Sound
|
|
|
|
if channel == "L":
|
|
|
|
sound.channel = plWin32Sound.kLeftChannel
|
|
|
|
else:
|
|
|
|
sound.channel = plWin32Sound.kRightChannel
|
|
|
|
|
|
|
|
# Whew, that was a lot of work!
|
|
|
|
return sound.key
|
|
|
|
|
|
|
|
def _get_sound_info(self):
|
|
|
|
"""Generates a tuple (plWAVHeader, PCMsize) from the current sound"""
|
|
|
|
sound = self._sound
|
|
|
|
if sound.packed_file is None:
|
|
|
|
stream = hsFileStream()
|
|
|
|
try:
|
|
|
|
stream.open(bpy.path.abspath(sound.filepath), fmRead)
|
|
|
|
except IOError:
|
|
|
|
self._raise_error("failed to open file")
|
|
|
|
else:
|
|
|
|
stream = hsRAMStream()
|
|
|
|
stream.buffer = sound.packed_file.data
|
|
|
|
|
|
|
|
try:
|
|
|
|
magic = stream.read(4)
|
|
|
|
stream.rewind()
|
|
|
|
|
|
|
|
header = plWAVHeader()
|
|
|
|
if magic == b"RIFF":
|
|
|
|
size = korlib.inspect_wavefile(stream, header)
|
|
|
|
return (header, size)
|
|
|
|
elif magic == b"OggS":
|
|
|
|
size = korlib.inspect_vorbisfile(stream, header)
|
|
|
|
return (header, size)
|
|
|
|
else:
|
|
|
|
raise NotSupportedError("unsupported audio format")
|
|
|
|
except Exception as e:
|
|
|
|
self._raise_error(str(e))
|
|
|
|
finally:
|
|
|
|
stream.close()
|
|
|
|
|
|
|
|
def _find_sound_buffer(self, exporter, so, wavHeader, dataSize, channel):
|
|
|
|
# First, cleanup the file path to not have directories
|
|
|
|
filename = bpy.path.basename(self._sound.filepath)
|
|
|
|
if channel is None:
|
|
|
|
key_name = filename
|
|
|
|
else:
|
|
|
|
key_name = "{}:{}".format(filename, channel)
|
|
|
|
|
|
|
|
key = exporter.mgr.find_key(plSoundBuffer, so=so, name=key_name)
|
|
|
|
if key is None:
|
|
|
|
sound = exporter.mgr.add_object(plSoundBuffer, so=so, name=key_name)
|
|
|
|
sound.header = wavHeader
|
|
|
|
sound.fileName = filename
|
|
|
|
sound.dataLength = dataSize
|
|
|
|
# Maybe someday we will allow packed sounds? I'm in no hurry...
|
|
|
|
sound.flags |= plSoundBuffer.kIsExternal
|
|
|
|
if channel == "L":
|
|
|
|
sound.flags |= plSoundBuffer.kOnlyLeftChannel
|
|
|
|
elif channel == "R":
|
|
|
|
sound.flags |= plSoundBuffer.kOnlyRightChannel
|
|
|
|
key = sound.key
|
|
|
|
return key
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
def _idprop_mapping(cls):
|
|
|
|
return {"sound": "sound_data",
|
|
|
|
"sfx_region": "soft_region"}
|
|
|
|
|
|
|
|
def _idprop_sources(self):
|
|
|
|
return {"sound_data": bpy.data.sounds,
|
|
|
|
"soft_region": bpy.data.objects}
|
|
|
|
|
|
|
|
@property
|
|
|
|
def is_3d_stereo(self):
|
|
|
|
return self.sfx_type == "kSoundFX" and self.channel == {"L", "R"} and self.is_stereo
|
|
|
|
|
|
|
|
def _raise_error(self, msg):
|
|
|
|
if self.sound:
|
|
|
|
raise ExportError("SoundEmitter '{}': Sound '{}' {}".format(self.id_data.name, self.sound.name, msg))
|
|
|
|
else:
|
|
|
|
raise ExportError("SoundEmitter '{}': {}".format(self.id_data.name, msg))
|
|
|
|
|
|
|
|
@property
|
|
|
|
def _sound(self):
|
|
|
|
if not self.sound:
|
|
|
|
self._raise_error("has an invalid sound specified")
|
|
|
|
return self.sound
|
|
|
|
|
|
|
|
@property
|
|
|
|
def _sound_name(self):
|
|
|
|
if self.sound:
|
|
|
|
return self.sound.name
|
|
|
|
return ""
|
|
|
|
|
|
|
|
|
|
|
|
class PlasmaSoundEmitter(PlasmaModifierProperties):
|
|
|
|
pl_id = "soundemit"
|
|
|
|
|
|
|
|
bl_category = "Logic"
|
|
|
|
bl_label = "Sound Emitter"
|
|
|
|
bl_description = "Point at which sound(s) are played"
|
|
|
|
bl_icon = "SPEAKER"
|
|
|
|
|
|
|
|
sounds = CollectionProperty(type=PlasmaSound)
|
|
|
|
active_sound_index = IntProperty(options={"HIDDEN"})
|
|
|
|
|
|
|
|
def export(self, exporter, bo, so):
|
|
|
|
winaud = exporter.mgr.find_create_object(plWinAudible, so=so, name=self.key_name)
|
|
|
|
winaud.sceneNode = exporter.mgr.get_scene_node(so.key.location)
|
|
|
|
aiface = exporter.mgr.find_create_object(plAudioInterface, so=so, name=self.key_name)
|
|
|
|
aiface.audible = winaud.key
|
|
|
|
|
|
|
|
# Pass this off to each individual sound for conversion
|
|
|
|
for i in self.sounds:
|
|
|
|
if i.enabled:
|
|
|
|
i.convert_sound(exporter, so, winaud)
|
|
|
|
|
|
|
|
def get_sound_indices(self, name=None, sound=None):
|
|
|
|
"""Returns the index of the given sound in the plWin32Sound. This is needed because stereo
|
|
|
|
3D sounds export as two mono sound objects -- wheeeeee"""
|
|
|
|
assert name or sound
|
|
|
|
idx = 0
|
|
|
|
|
|
|
|
if name is None:
|
|
|
|
for i in self.sounds:
|
|
|
|
if i == sound:
|
|
|
|
yield idx
|
|
|
|
if i.is_3d_stereo:
|
|
|
|
yield idx + 1
|
|
|
|
break
|
|
|
|
else:
|
|
|
|
idx += 2 if i.is_3d_stereo else 1
|
|
|
|
else:
|
|
|
|
raise LookupError(sound)
|
|
|
|
|
|
|
|
if sound is None:
|
|
|
|
for i in self.sounds:
|
|
|
|
if i.name == name:
|
|
|
|
yield idx
|
|
|
|
if i.is_3d_stereo:
|
|
|
|
yield idx + 1
|
|
|
|
break
|
|
|
|
else:
|
|
|
|
idx += 2 if i.is_3d_stereo else 1
|
|
|
|
else:
|
|
|
|
raise ValueError(name)
|
|
|
|
|
|
|
|
@property
|
|
|
|
def requires_actor(self):
|
|
|
|
return True
|