Browse Source

Add random sound option to Sound Emitter modifier.

pull/212/head
Joseph Davies 5 years ago
parent
commit
5b3b32e0ac
Signed by untrusted user: Deledrius
GPG Key ID: 28ACC6E8D2B24B8A
  1. 17
      korman/properties/modifiers/sound.py
  2. 5
      korman/ui/modifiers/sound.py

17
korman/properties/modifiers/sound.py

@ -155,6 +155,17 @@ class PlasmaSound(idprops.IDPropMixin, bpy.types.PropertyGroup):
fade_in = PointerProperty(type=PlasmaSfxFade, options=set())
fade_out = PointerProperty(type=PlasmaSfxFade, options=set())
random = BoolProperty(name="Random", default=False, options=set())
min_delay = FloatProperty(name="Minimum Delay",
description="Minimum number of seconds before playing",
default=1.0, min=0.0,
options=set(), subtype="TIME", unit="TIME")
max_delay = FloatProperty(name="Maximum Delay",
description="Maximum number of seconds before playing",
default=1.0, min=0.0,
options=set(), subtype="TIME", unit="TIME")
def _get_package_value(self):
if self.sound is not None:
self.package_value = self.sound.plasma_sound.package
@ -286,6 +297,12 @@ class PlasmaSound(idprops.IDPropMixin, bpy.types.PropertyGroup):
else:
sound.channel = plWin32Sound.kRightChannel
# Add RandomSound modifier for this SO if requested
if self.random:
rsm = exporter.mgr.find_create_object(plRandomSoundMod, so=so, name=name)
rsm.minDelay = self.min_delay
rsm.maxDelay = self.max_delay
# Whew, that was a lot of work!
return sound.key

5
korman/ui/modifiers/sound.py

@ -83,6 +83,11 @@ def soundemit(modifier, layout, context):
col.separator()
_draw_fade_ui(sound.fade_out, col, "Fade Out:")
col.separator()
col.prop(sound, "random")
col.prop(sound, "min_delay")
col.prop(sound, "max_delay")
col = split.column()
col.label("Cone Effect:")
col.prop(sound, "inner_cone")

Loading…
Cancel
Save