public void CreateReverbPresetInstance(ReverbParameter parameter) { ReverbPreset presetInstance = ScriptableObject.CreateInstance <ReverbPreset>(); parameter.OverwritePreset(presetInstance); string path = "Assets/Project_Larry/Audio/ReverbPresets"; string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New" + typeof(ReverbPreset).ToString() + ".asset"); AssetDatabase.CreateAsset(presetInstance, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = presetInstance; parameter.reverbPreset = presetInstance; }
/// <summary> /// Gets an FMOD reverb preset from the FMOD Extension's preset enum /// </summary> /// <returns>The reverb to FMODR everb.</returns> /// <param name="preset">Preset.</param> public static REVERB_PROPERTIES ExtensionReverbToFMODReverb(ReverbPreset preset) { REVERB_PROPERTIES properties = new REVERB_PROPERTIES(); switch (preset) { case ReverbPreset.Alley: properties = PRESET.ALLEY(); break; case ReverbPreset.Arena: properties = PRESET.ARENA(); break; case ReverbPreset.Auditorium: properties = PRESET.AUDITORIUM(); break; case ReverbPreset.Bathroom: properties = PRESET.BATHROOM(); break; case ReverbPreset.Cave: properties = PRESET.CAVE(); break; case ReverbPreset.CerpettedHallway: properties = PRESET.CARPETTEDHALLWAY(); break; case ReverbPreset.City: properties = PRESET.CITY(); break; case ReverbPreset.ConcertHall: properties = PRESET.CONCERTHALL(); break; case ReverbPreset.Forest: properties = PRESET.FOREST(); break; case ReverbPreset.Generic: properties = PRESET.GENERIC(); break; case ReverbPreset.Hallway: properties = PRESET.HALLWAY(); break; case ReverbPreset.Hangar: properties = PRESET.HANGAR(); break; case ReverbPreset.LivingRoom: properties = PRESET.LIVINGROOM(); break; case ReverbPreset.Mountains: properties = PRESET.MOUNTAINS(); break; case ReverbPreset.Off: properties = PRESET.OFF(); break; case ReverbPreset.PaddedCell: properties = PRESET.PADDEDCELL(); break; case ReverbPreset.ParkingLot: properties = PRESET.PARKINGLOT(); break; case ReverbPreset.Plain: properties = PRESET.PLAIN(); break; case ReverbPreset.Quarry: properties = PRESET.QUARRY(); break; case ReverbPreset.Room: properties = PRESET.ROOM(); break; case ReverbPreset.SewerPipe: properties = PRESET.SEWERPIPE(); break; case ReverbPreset.StoneCorridor: properties = PRESET.STONECORRIDOR(); break; case ReverbPreset.StoneRoom: properties = PRESET.STONEROOM(); break; case ReverbPreset.Underwater: properties = PRESET.UNDERWATER(); break; } return(properties); }