The `_sound_name` field does not include the channel suffix (eg `:L` and
`:R`), so this would explode when attempting to control a stereo sound
that has been split into mono channels.
This means you can't add VisRegions to your GUI pages. You also can't
make an empty object be a panic link region. Those kinds of things just
don't make sense.
Blender's `bpy.ops.object.duplicate()` operator changes the underlying
object that's selected to be the duplicate while the code expected for
the underlying object to remain unchanged. This uses a lower-level ID
copy mechanism that should hopefully give the intended result.
Previously, this functionality was implemented in context-dependent operators. Considering that Korman is becoming increasingly complex and is now generating entirely new objects (potentially with modifiers) as part of its export process, it was becoming cumbersome to use those operators.
In an attempt to address #359, I separated 3D stereo sounds into
separate emitter scene objects and allow the engine to position them
around the listener such that the left channel is actually on the left
of the listener (and the same for the right channel). Unfortunately,
this did not fix the bug in question. However, the code that interfaces
with sounds from the outside is now much simpler, and the improved
behavior is a win, IMO, so let's keep this.
Previously, the indentation level was hardcoded everywhere. This was
tedious before in that changing the log structure would require changing
many manual indentation values. Now that objects can be trivially
generated at export time, the export code might be much more nested that
before. So, it's better to let indentation be more implicit. This,
therefore, adds a context manager to increase the indentation using
`with` blocks. Manual indentation specification remains for
compatibility with Python 2.2 where required.
Adds the "Local Only/kIsLocalOnly" property to sound emitters. Dependent on the kPropIsLocalOnly attribute, which still needs to be added to libHSPlasma.
The commentary about PointerProps and update callbacks appears to be
incorrect. Maybe it was broken in a beta release of Blender 2.79? Works
fine in Blender 2.79b.
Age output files are now handled in all aspects by a singleton manager.
This allows us to track all generated files and external dependency
files and ensure they are correctly copied over to the target game... Or
not, in the case of an age/prp export from the File > Export menu.
Currently only SFX files are handled as an external dependency. TODO are
python and SDL files.
Further, because we have an output file manager, we can bundle all the
files into a zip archive for releasing the age in one step. Wow such
amazing. ^_^
This fix only changes the behavior to use whatever the original
filename is. A complete fix would involve managing sound files and
ensuring that they are ogg-compressed.
The export logger and export reporter have been merged together to form
an eventually much more powerful export analysis feature. For now, the
benefit is that general log messages don't have to be so fiddly with
print statements and string formatting. You're welcome.
This sound emitter modifier is almost as fully functional as PlasmaMAX's various sound emitter components. Additional functionality was added to C korlib so that artists can specify OGG Vorbis sound files. If korlib is not compiled, only WAVE sounds can be utilized in Korman. This fixes some of the more fiddly bugs related to exporting to CWE that were seen in PyPRP.
Sound nodes to be implemented...