873 lines
30 KiB
C++
873 lines
30 KiB
C++
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2016.
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#include "FMODStudioEditorPrivatePCH.h"
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#include "FMODStudioEditorModule.h"
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#include "FMODStudioModule.h"
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#include "FMODStudioStyle.h"
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#include "FMODAudioComponent.h"
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#include "FMODAssetBroker.h"
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#include "FMODSettings.h"
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#include "FMODUtils.h"
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#include "FMODEventEditor.h"
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#include "FMODAudioComponentVisualizer.h"
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#include "FMODAmbientSoundDetails.h"
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#include "SlateBasics.h"
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#include "AssetTypeActions_FMODEvent.h"
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#include "NotificationManager.h"
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#include "SNotificationList.h"
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#include "ISettingsModule.h"
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#include "ISettingsSection.h"
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#include "Editor.h"
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#include "SceneViewport.h"
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#include "LevelEditor.h"
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#include "SocketSubsystem.h"
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#include "Sockets.h"
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#include "IPAddress.h"
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#include "fmod_studio.hpp"
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#define LOCTEXT_NAMESPACE "FMODStudio"
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DEFINE_LOG_CATEGORY(LogFMOD);
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class FFMODStudioLink
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{
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public:
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FFMODStudioLink()
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: SocketSubsystem(nullptr),
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Socket(nullptr)
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{
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SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
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}
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~FFMODStudioLink()
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{
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Disconnect();
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}
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bool Connect()
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{
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if (!SocketSubsystem) return false;
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Disconnect();
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Socket = SocketSubsystem->CreateSocket(NAME_Stream, TEXT("FMOD Studio Connection"), false);
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TSharedRef<FInternetAddr> Addr = SocketSubsystem->CreateInternetAddr();
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bool Valid = false;
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Addr->SetIp(TEXT("127.0.0.1"), Valid);
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if (!Valid) return false;
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Addr->SetPort(3663);
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return Socket->Connect(*Addr);
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}
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void Disconnect()
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{
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if (SocketSubsystem && Socket)
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{
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SocketSubsystem->DestroySocket(Socket);
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Socket = nullptr;
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}
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}
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bool Execute(const TCHAR* Message, FString& OutMessage)
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{
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OutMessage = TEXT("");
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if (!Socket)
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{
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return false;
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}
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UE_LOG(LogFMOD, Log, TEXT("Sent studio message: %s"), Message);
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FTCHARToUTF8 MessageChars(Message);
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int32 BytesSent = 0;
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if (!Socket->Send((const uint8*)MessageChars.Get(), MessageChars.Length(), BytesSent))
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{
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return false;
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}
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while (1)
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{
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FString BackMessage;
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if (!ReadMessage(BackMessage))
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{
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return false;
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}
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UE_LOG(LogFMOD, Log, TEXT("Received studio message: %s"), *BackMessage);
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if (BackMessage.StartsWith(TEXT("out(): ")))
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{
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OutMessage = BackMessage.Mid(7).TrimTrailing();
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break;
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}
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else
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{
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// Keep going
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}
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}
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return true;
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}
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private:
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bool ReadMessage(FString& OutMessage)
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{
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while (1)
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{
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for (int32 i=0; i<ReceivedMessage.Num(); ++i)
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{
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if (ReceivedMessage[i] == '\0')
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{
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OutMessage = FString(UTF8_TO_TCHAR(ReceivedMessage.GetData()));
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ReceivedMessage.RemoveAt(0, i + 1);
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return true;
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}
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}
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int32 ExtraSpace = 64;
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int32 CurrentSize = ReceivedMessage.Num();
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ReceivedMessage.SetNum(CurrentSize + ExtraSpace);
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int32 ActualRead = 0;
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if (!Socket->Wait(ESocketWaitConditions::WaitForRead, FTimespan::FromSeconds(10)))
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{
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return false;
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}
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else if (!Socket->Recv((uint8*)ReceivedMessage.GetData() + CurrentSize, ExtraSpace, ActualRead))
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{
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return false;
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}
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ReceivedMessage.SetNum(CurrentSize + ActualRead);
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}
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}
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ISocketSubsystem* SocketSubsystem;
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FSocket* Socket;
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TArray<char> ReceivedMessage;
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};
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class FFMODStudioEditorModule : public IFMODStudioEditorModule
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{
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public:
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/** IModuleInterface implementation */
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FFMODStudioEditorModule() :
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bSimulating(false),
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bIsInPIE(false),
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bRegisteredComponentVisualizers(false)
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{
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}
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virtual void StartupModule() override;
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virtual void PostLoadCallback() override;
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virtual void ShutdownModule() override;
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bool HandleSettingsSaved();
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/** Called after all banks were reloaded by the studio module */
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void HandleBanksReloaded();
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/** Show notification */
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void ShowNotification(const FText& Text, SNotificationItem::ECompletionState State);
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void BeginPIE(bool simulating);
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void EndPIE(bool simulating);
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void PausePIE(bool simulating);
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void ResumePIE(bool simulating);
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void ViewportDraw(UCanvas* Canvas, APlayerController*);
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bool Tick( float DeltaTime );
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/** Add extensions to menu */
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void AddHelpMenuExtension(FMenuBuilder& MenuBuilder);
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void AddFileMenuExtension(FMenuBuilder& MenuBuilder);
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/** Show FMOD version */
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void ShowVersion();
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/** Open CHM */
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void OpenCHM();
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/** Open web page to online docs */
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void OpenOnlineDocs();
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/** Open Video tutorials page */
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void OpenVideoTutorials();
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/** Set Studio build path */
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void ValidateFMOD();
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/** Reload banks */
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void ReloadBanks();
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TArray<FName> RegisteredComponentClassNames;
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void RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer);
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/** The delegate to be invoked when this profiler manager ticks. */
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FTickerDelegate OnTick;
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/** Handle for registered delegates. */
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FDelegateHandle TickDelegateHandle;
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FDelegateHandle BeginPIEDelegateHandle;
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FDelegateHandle EndPIEDelegateHandle;
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FDelegateHandle PausePIEDelegateHandle;
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FDelegateHandle ResumePIEDelegateHandle;
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FDelegateHandle HandleBanksReloadedDelegateHandle;
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/** Hook for drawing viewport */
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FDebugDrawDelegate ViewportDrawingDelegate;
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FDelegateHandle ViewportDrawingDelegateHandle;
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TSharedPtr<IComponentAssetBroker> AssetBroker;
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/** The extender to pass to the level editor to extend it's window menu */
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TSharedPtr<FExtender> MainMenuExtender;
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/** Asset type actions for events (edit, play, stop) */
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TSharedPtr<FAssetTypeActions_FMODEvent> FMODEventAssetTypeActions;
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bool bSimulating;
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bool bIsInPIE;
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bool bRegisteredComponentVisualizers;
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};
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IMPLEMENT_MODULE( FFMODStudioEditorModule, FMODStudioEditor )
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void FFMODStudioEditorModule::StartupModule()
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{
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UE_LOG(LogFMOD, Log, TEXT("FFMODStudioEditorModule startup"));
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AssetBroker = MakeShareable(new FFMODAssetBroker);
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FComponentAssetBrokerage::RegisterBroker(AssetBroker, UFMODAudioComponent::StaticClass(), true, true);
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if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
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{
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ISettingsSectionPtr SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "FMODStudio",
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LOCTEXT("FMODStudioSettingsName", "FMOD Studio"),
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LOCTEXT("FMODStudioDescription", "Configure the FMOD Studio plugin"),
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GetMutableDefault<UFMODSettings>()
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);
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if (SettingsSection.IsValid())
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{
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SettingsSection->OnModified().BindRaw(this, &FFMODStudioEditorModule::HandleSettingsSaved);
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}
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}
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// Register the details customizations
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{
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FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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PropertyModule.RegisterCustomClassLayout("FMODAmbientSound", FOnGetDetailCustomizationInstance::CreateStatic(&FFMODAmbientSoundDetails::MakeInstance));
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PropertyModule.NotifyCustomizationModuleChanged();
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}
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// 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!
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// It only works if we are running the editor, not a commandlet
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if (!IsRunningCommandlet())
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{
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MainMenuExtender = MakeShareable(new FExtender);
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MainMenuExtender->AddMenuExtension("HelpBrowse", EExtensionHook::After, NULL, FMenuExtensionDelegate::CreateRaw(this, &FFMODStudioEditorModule::AddHelpMenuExtension));
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MainMenuExtender->AddMenuExtension("FileLoadAndSave", EExtensionHook::After, NULL, FMenuExtensionDelegate::CreateRaw(this, &FFMODStudioEditorModule::AddFileMenuExtension));
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FLevelEditorModule* LevelEditor = FModuleManager::LoadModulePtr<FLevelEditorModule>(TEXT("LevelEditor"));
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if (LevelEditor)
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{
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LevelEditor->GetMenuExtensibilityManager()->AddExtender(MainMenuExtender);
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}
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}
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// Register AssetTypeActions
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IAssetTools& AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools").Get();
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FMODEventAssetTypeActions = MakeShareable(new FAssetTypeActions_FMODEvent);
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AssetTools.RegisterAssetTypeActions(FMODEventAssetTypeActions.ToSharedRef());
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// Register slate style overrides
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FFMODStudioStyle::Initialize();
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BeginPIEDelegateHandle = FEditorDelegates::BeginPIE.AddRaw(this, &FFMODStudioEditorModule::BeginPIE);
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EndPIEDelegateHandle = FEditorDelegates::EndPIE.AddRaw(this, &FFMODStudioEditorModule::EndPIE);
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PausePIEDelegateHandle = FEditorDelegates::PausePIE.AddRaw(this, &FFMODStudioEditorModule::PausePIE);
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ResumePIEDelegateHandle = FEditorDelegates::ResumePIE.AddRaw(this, &FFMODStudioEditorModule::ResumePIE);
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ViewportDrawingDelegate = FDebugDrawDelegate::CreateRaw(this, &FFMODStudioEditorModule::ViewportDraw);
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ViewportDrawingDelegateHandle = UDebugDrawService::Register(TEXT("Editor"), ViewportDrawingDelegate);
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OnTick = FTickerDelegate::CreateRaw( this, &FFMODStudioEditorModule::Tick );
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TickDelegateHandle = FTicker::GetCoreTicker().AddTicker( OnTick );
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// This module is loaded after FMODStudioModule
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HandleBanksReloadedDelegateHandle = IFMODStudioModule::Get().BanksReloadedEvent().AddRaw(this, &FFMODStudioEditorModule::HandleBanksReloaded);
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}
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void FFMODStudioEditorModule::AddHelpMenuExtension(FMenuBuilder& MenuBuilder)
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{
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MenuBuilder.BeginSection("FMODHelp", LOCTEXT("FMODHelpLabel", "FMOD Help"));
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MenuBuilder.AddMenuEntry(
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LOCTEXT("FMODVersionMenuEntryTitle", "About FMOD Studio"),
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LOCTEXT("FMODVersionMenuEntryToolTip", "Shows the informationa about FMOD Studio."),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::ShowVersion)));
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#if PLATFORM_WINDOWS
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MenuBuilder.AddMenuEntry(
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LOCTEXT("FMODHelpCHMTitle", "FMOD Documentation..."),
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LOCTEXT("FMODHelpCHMToolTip", "Opens the local FMOD documentation."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.BrowseAPIReference"),
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FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::OpenCHM)));
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#endif
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MenuBuilder.AddMenuEntry(
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LOCTEXT("FMODHelpOnlineTitle", "FMOD Online Documentation..."),
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LOCTEXT("FMODHelpOnlineToolTip", "Go to the online FMOD documentation."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.BrowseDocumentation"),
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FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::OpenOnlineDocs)));
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MenuBuilder.AddMenuEntry(
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LOCTEXT("FMODHelpVideosTitle", "FMOD Tutorial Videos..."),
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LOCTEXT("FMODHelpVideosToolTip", "Go to the online FMOD tutorial videos."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"),
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FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::OpenVideoTutorials)));
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MenuBuilder.AddMenuEntry(
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LOCTEXT("FMODSetStudioBuildTitle", "Validate FMOD"),
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LOCTEXT("FMODSetStudioBuildToolTip", "Verifies that FMOD and FMOD Studio are working as expected."),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::ValidateFMOD)));
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MenuBuilder.EndSection();
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}
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void FFMODStudioEditorModule::AddFileMenuExtension(FMenuBuilder& MenuBuilder)
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{
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MenuBuilder.BeginSection("FMODFile", LOCTEXT("FMODFileLabel", "FMOD"));
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MenuBuilder.AddMenuEntry(
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LOCTEXT("FMODFileMenuEntryTitle", "Reload Banks"),
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LOCTEXT("FMODFileMenuEntryToolTip", "Force a manual reload of all FMOD Studio banks."),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateRaw(this, &FFMODStudioEditorModule::ReloadBanks)));
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MenuBuilder.EndSection();
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}
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unsigned int GetDLLVersion()
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{
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// Just grab it from the audition context which is always valid
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unsigned int DLLVersion = 0;
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FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Auditioning);
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if (StudioSystem)
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{
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FMOD::System* LowLevelSystem = nullptr;
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if (StudioSystem->getLowLevelSystem(&LowLevelSystem) == FMOD_OK)
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{
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LowLevelSystem->getVersion(&DLLVersion);
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}
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}
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return DLLVersion;
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}
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unsigned int StripPatch(unsigned int FullVersion)
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{
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return FullVersion & ~0xFF;
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}
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FString VersionToString(unsigned int FullVersion)
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{
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return FString::Printf(TEXT("%x.%02x.%02x"), (FullVersion>>16), (FullVersion>>8) & 0xFF, FullVersion & 0xFF);
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}
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void FFMODStudioEditorModule::ShowVersion()
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{
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unsigned int HeaderVersion = FMOD_VERSION;
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unsigned int DLLVersion = GetDLLVersion();
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FText VersionMessage = FText::Format(
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LOCTEXT("FMODStudio_About", "FMOD Studio\n\nBuilt Version: {0}\nDLL Version: {1}\n\nCopyright Firelight Technologies Pty Ltd"),
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FText::FromString(VersionToString(HeaderVersion)),
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FText::FromString(VersionToString(DLLVersion)));
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FMessageDialog::Open(EAppMsgType::Ok, VersionMessage);
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}
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void FFMODStudioEditorModule::OpenCHM()
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{
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FString APIPath = FPaths::Combine(*FPaths::EngineDir(), TEXT("Plugins/FMODStudio/Docs/FMOD UE4 Integration.chm"));
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if( IFileManager::Get().FileSize( *APIPath ) != INDEX_NONE )
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{
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FString AbsoluteAPIPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*APIPath);
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FPlatformProcess::LaunchFileInDefaultExternalApplication(*AbsoluteAPIPath);
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}
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else
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{
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FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("Documentation", "CannotFindFMODIntegration", "Cannot open FMOD Studio Integration CHM reference; help file not found."));
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}
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}
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void FFMODStudioEditorModule::OpenOnlineDocs()
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{
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FPlatformProcess::LaunchFileInDefaultExternalApplication(TEXT("http://www.fmod.org/documentation"));
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}
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void FFMODStudioEditorModule::OpenVideoTutorials()
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{
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FPlatformProcess::LaunchFileInDefaultExternalApplication(TEXT("http://www.youtube.com/user/FMODTV"));
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}
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void FFMODStudioEditorModule::ValidateFMOD()
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{
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int ProblemsFound = 0;
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FFMODStudioLink StudioLink;
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bool Connected = StudioLink.Connect();
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if (!Connected)
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{
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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?")))
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{
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return;
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}
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}
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unsigned int HeaderVersion = FMOD_VERSION;
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unsigned int DLLVersion = GetDLLVersion();
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unsigned int StudioVersion = 0;
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if (Connected)
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{
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FString StudioVersionString;
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if (StudioLink.Execute(TEXT("studio.version"), StudioVersionString))
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{
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int Super = 0;
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int Major = 0;
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int Minor = 0;
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sscanf(TCHAR_TO_UTF8(*StudioVersionString), "Version %x.%x.%x", &Super, &Major, &Minor);
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StudioVersion = (Super<<16) | (Major<<8) | Minor;
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}
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}
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if (StripPatch(HeaderVersion) != StripPatch(DLLVersion))
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{
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FText VersionMessage = FText::Format(
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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"),
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FText::FromString(VersionToString(HeaderVersion)),
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FText::FromString(VersionToString(DLLVersion)));
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FMessageDialog::Open(EAppMsgType::Ok, VersionMessage);
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ProblemsFound++;
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}
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if (StudioVersion > DLLVersion)
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{
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FText VersionMessage = FText::Format(
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LOCTEXT("SetStudioBuildStudio_Version", "The Studio tool is newer than 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?"),
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FText::FromString(VersionToString(HeaderVersion)),
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FText::FromString(VersionToString(DLLVersion)),
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FText::FromString(VersionToString(StudioVersion)));
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if (EAppReturnType::No == FMessageDialog::Open(EAppMsgType::YesNo, VersionMessage))
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{
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return;
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}
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ProblemsFound++;
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}
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const UFMODSettings& Settings = *GetDefault<UFMODSettings>();
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FString FullBankPath = Settings.BankOutputDirectory.Path;
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if (FPaths::IsRelative(FullBankPath))
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{
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FullBankPath = FPaths::GameContentDir() / FullBankPath;
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}
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FString PlatformBankPath = Settings.GetFullBankPath();
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FullBankPath = FPaths::ConvertRelativePathToFull(FullBankPath);
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PlatformBankPath = FPaths::ConvertRelativePathToFull(PlatformBankPath);
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if (Connected)
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{
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// File path was added in FMOD Studio 1.07.00
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FString StudioProjectPath;
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FString StudioProjectDir;
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if (StudioVersion >= 0x00010700)
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{
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StudioLink.Execute(TEXT("studio.project.filePath"), StudioProjectPath);
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if (StudioProjectPath.IsEmpty() || StudioProjectPath == TEXT("undefined"))
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{
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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."));
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// Just try to save anyway
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FString Result;
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StudioLink.Execute(TEXT("studio.project.save()"), Result);
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}
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StudioLink.Execute(TEXT("studio.project.filePath"), StudioProjectPath);
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if (StudioProjectPath != TEXT("undefined"))
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{
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StudioProjectDir = FPaths::GetPath(StudioProjectPath);
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}
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}
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FString StudioPathString;
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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::GameDir());
|
|
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);
|
|
// Pretend settings have changed which will force a reload
|
|
IFMODStudioModule::Get().RefreshSettings();
|
|
}
|
|
}
|
|
}
|
|
bool AnyBankFiles = false;
|
|
|
|
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;
|
|
Settings.GetAllBankPaths(BankFiles, true);
|
|
if (BankFiles.Num() != 0)
|
|
{
|
|
AnyBankFiles = 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++;
|
|
}
|
|
}
|
|
if (AnyBankFiles)
|
|
{
|
|
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++;
|
|
}
|
|
}
|
|
}
|
|
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++;
|
|
}
|
|
|
|
if (ProblemsFound)
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("SetStudioBuildStudio_FinishedBad", "Finished validation. Problems were detected.\n"));
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("SetStudioBuildStudio_FinishedGood", "Finished validation. No problems detected.\n"));
|
|
}
|
|
}
|
|
|
|
void FFMODStudioEditorModule::ReloadBanks()
|
|
{
|
|
// Pretend settings have changed which will force a reload
|
|
IFMODStudioModule::Get().RefreshSettings();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FFMODStudioEditorModule::BeginPIE(bool simulating)
|
|
{
|
|
UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule BeginPIE: %d"), simulating);
|
|
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);
|
|
}
|
|
|
|
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.ViewMatrix.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, 0.0f);
|
|
}
|
|
}
|
|
|
|
void FFMODStudioEditorModule::ShutdownModule()
|
|
{
|
|
UE_LOG(LogFMOD, Verbose, TEXT("FFMODStudioEditorModule shutdown"));
|
|
|
|
if (UObjectInitialized())
|
|
{
|
|
// Unregister tick function.
|
|
FTicker::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);
|
|
}
|
|
}
|
|
|
|
IFMODStudioModule::Get().BanksReloadedEvent().Remove(HandleBanksReloadedDelegateHandle);
|
|
}
|
|
|
|
bool FFMODStudioEditorModule::HandleSettingsSaved()
|
|
{
|
|
IFMODStudioModule::Get().RefreshSettings();
|
|
|
|
return true;
|
|
}
|
|
|
|
void FFMODStudioEditorModule::HandleBanksReloaded()
|
|
{
|
|
// 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 = FEditorStyle::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();
|
|
}
|
|
}
|