public static EnableBoolSoundbankSettingInWproj ( string SettingName, string WwiseProjectPath ) : bool | ||
SettingName | string | |
WwiseProjectPath | string | |
Résultat | bool |
// Modify the .wproj file to set needed soundbank settings private static bool SetSoundbankSettings() { if (string.IsNullOrEmpty(Settings.WwiseProjectPath)) { // Nothing to do here, because setup should succees if Wwise project is not given return(true); } Regex r = new Regex("_WwiseIntegrationTemp.*?([/\\\\])"); string SoundbankPath = AkUtilities.GetFullPath(r.Replace(Application.streamingAssetsPath, "$1"), Settings.SoundbankPath); string WprojPath = AkUtilities.GetFullPath(Application.dataPath, Settings.WwiseProjectPath); #if UNITY_EDITOR_OSX SoundbankPath = "Z:" + SoundbankPath; #endif if (AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateHeaderFile", WprojPath)) { if (AkUtilities.SetSoundbankHeaderFilePath(WprojPath, SoundbankPath)) { return(AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateMaxAttenuationInfo", WprojPath)); } } return(false); }
// Modify the .wproj file to set needed soundbank settings private static bool SetSoundbankSettings() { if (string.IsNullOrEmpty(Settings.WwiseProjectPath)) { return(true); } var r = new System.Text.RegularExpressions.Regex("_WwiseIntegrationTemp.*?([/\\\\])"); var SoundbankPath = AkUtilities.GetFullPath(r.Replace(UnityEngine.Application.streamingAssetsPath, "$1"), Settings.SoundbankPath); var WprojPath = AkUtilities.GetFullPath(UnityEngine.Application.dataPath, Settings.WwiseProjectPath); #if UNITY_EDITOR_OSX SoundbankPath = "Z:" + SoundbankPath; #endif SoundbankPath = AkUtilities.MakeRelativePath(System.IO.Path.GetDirectoryName(WprojPath), SoundbankPath); if (AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateHeaderFile", WprojPath)) { if (AkUtilities.SetSoundbankHeaderFilePath(WprojPath, SoundbankPath)) { return(AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateMaxAttenuationInfo", WprojPath)); } } return(false); }
public static void SetupSoundbankSetting() { AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateEstimatedDuration", AkWwiseEditorSettings.WwiseProjectAbsolutePath); UnityEditor.EditorApplication.update += RunOnce; AkWwiseXMLWatcher.Instance.XMLUpdated += UpdateAllClips; }
public static void SetupSoundbankSetting() { var WprojPath = AkUtilities.GetFullPath(UnityEngine.Application.dataPath, WwiseSettings.LoadSettings().WwiseProjectPath); AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateEstimatedDuration", WprojPath); UnityEditor.EditorApplication.update += RunOnce; AkWwiseXMLWatcher.Instance.XMLUpdated += UpdateAllClips; }
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) { #if UNITY_EDITOR WwiseSettings Settings = WwiseSettings.LoadSettings(); string WprojPath = AkUtilities.GetFullPath(Application.dataPath, Settings.WwiseProjectPath); AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateEstimatedDuration", WprojPath); #endif var playable = ScriptPlayable <AkEventPlayableBehavior> .Create(graph); playable.SetInputCount(inputCount); setFadeTimes(); setOwnerClips(); return(playable); }
public override UnityEngine.Playables.Playable CreateTrackMixer(UnityEngine.Playables.PlayableGraph graph, UnityEngine.GameObject go, int inputCount) { #if UNITY_EDITOR var Settings = WwiseSettings.LoadSettings(); var WprojPath = AkUtilities.GetFullPath(UnityEngine.Application.dataPath, Settings.WwiseProjectPath); AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateEstimatedDuration", WprojPath); #endif var playable = UnityEngine.Playables.ScriptPlayable <AkEventPlayableBehavior> .Create(graph); UnityEngine.Playables.PlayableExtensions.SetInputCount(playable, inputCount); setFadeTimes(); setOwnerClips(); return(playable); }