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# This file is part of Korman.
#
# Korman is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Korman is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy
from .. import ui_list
def random_sound(modifier, layout, context):
parent_bo = modifier.id_data.parent
collision_bad = (modifier.mode == "collision" and (parent_bo is None or
not parent_bo.plasma_modifiers.collision.enabled))
layout.alert = collision_bad
layout.prop(modifier, "mode")
if collision_bad:
layout.label(icon="ERROR", text="Sound emitter must be parented to a collider.")
layout.alert = False
layout.separator()
if modifier.mode == "random":
split = layout.split()
col = split.column()
col.prop(modifier, "play_mode", text="")
col.prop(modifier, "auto_start")
col = col.column()
col.active = not modifier.stop_after_play
col.prop(modifier, "stop_after_set")
col = split.column()
col.prop(modifier, "stop_after_play")
col = col.column(align=True)
col.active = not modifier.stop_after_play
col.alert = modifier.min_delay > modifier.max_delay
col.prop(modifier, "min_delay")
col.prop(modifier, "max_delay")
elif modifier.mode == "collision":
layout.prop(modifier, "play_on")
# Ugh, Blender...
layout.alert = len(modifier.surfaces) == 0
layout.prop_menu_enum(modifier, "surfaces")
def _draw_fade_ui(modifier, layout, label):
layout.label(label)
layout.prop(modifier, "fade_type", text="")
layout.prop(modifier, "length")
class SoundListUI(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index=0, flt_flag=0):
if item.sound:
layout.prop(item, "name", emboss=False, icon="SOUND", text="")
layout.prop(item, "enabled", text="")
else:
layout.label("[Empty]")
def soundemit(modifier, layout, context):
ui_list.draw_modifier_list(layout, "SoundListUI", modifier, "sounds",
"active_sound_index", rows=2, maxrows=3)
try:
sound = modifier.sounds[modifier.active_sound_index]
except:
pass
else:
split = layout.split(percentage=0.75)
col = split.column()
# Sound datablock picker
row = col.row(align=True)
row.prop(sound, "sound", text="")
open_op = row.operator("sound.plasma_open", icon="FILESEL", text="")
open_op.data_path = repr(sound)
open_op.sound_property = "sound"
# Pack/Unpack
data = sound.sound
if data is not None:
if data.packed_file is None:
row.operator("sound.plasma_pack", icon="UGLYPACKAGE", text="")
else:
row.operator_menu_enum("sound.plasma_unpack", "method", icon="PACKAGE", text="")
col = split.column()
col.enabled = data is not None
col.prop(sound, "package", text="Export")
# If an invalid sound data block is spec'd, let them know about it.
if data and not sound.is_valid:
layout.label(text="Invalid sound specified", icon="ERROR")
# Core Props
row = layout.row()
row.prop(sound, "sfx_type", text="")
row.prop_menu_enum(sound, "channel")
split = layout.split()
col = split.column()
col.label("Playback:")
col.prop(sound, "auto_start")
col.prop(sound, "incidental")
col.prop(sound, "loop")
col.prop(sound, "local_only")
col.separator()
_draw_fade_ui(sound.fade_in, col, "Fade In:")
col.separator()
_draw_fade_ui(sound.fade_out, col, "Fade Out:")
col = split.column()
col.label("Cone Effect:")
col.prop(sound, "inner_cone")
col.prop(sound, "outer_cone")
col.prop(sound, "outside_volume", text="Volume")
col.separator()
col.label("Volume Falloff:")
col.prop(sound, "min_falloff", text="Begin")
col.prop(sound, "max_falloff", text="End")
col.prop(sound, "volume", text="Max Volume")
# Only allow SoftVolume spec if this is not an FX and this object is not an SV itself
sv = modifier.id_data.plasma_modifiers.softvolume
if not sv.enabled:
col.separator()
col.label("Soft Region:")
col.prop(sound, "sfx_region", text="")