IsSoundbankGenerationAvailable() public static method

public static IsSoundbankGenerationAvailable ( ) : bool
return bool
Esempio n. 1
0
    public void OnGUI()
    {
        using (new UnityEngine.GUILayout.HorizontalScope("box"))
        {
            AkWwiseProjectInfo.GetData().autoPopulateEnabled =
                UnityEngine.GUILayout.Toggle(AkWwiseProjectInfo.GetData().autoPopulateEnabled, "Auto populate");

            if (AkWwiseProjectInfo.GetData().autoPopulateEnabled&& AkUtilities.IsWwiseProjectAvailable)
            {
                AkWwiseWWUBuilder.StartWWUWatcher();
            }
            else
            {
                AkWwiseWWUBuilder.StopWWUWatcher();
            }
            UnityEngine.GUILayout.FlexibleSpace();
            if (UnityEngine.GUILayout.Button("Refresh Project", UnityEngine.GUILayout.Width(200)))
            {
                treeView.SaveExpansionStatus();
                if (AkWwiseProjectInfo.Populate())
                {
                    PopulateTreeview();
                }
            }

            if (UnityEngine.GUILayout.Button("Generate SoundBanks", UnityEngine.GUILayout.Width(200)))
            {
                if (AkUtilities.IsSoundbankGenerationAvailable())
                {
                    AkUtilities.GenerateSoundbanks();
                }
                else
                {
                    string errorMessage;

#if UNITY_EDITOR_WIN
                    errorMessage =
                        "Access to Wwise is required to generate the SoundBanks. Please select the Wwise Windows Installation Path from the Edit > Wwise Settings... menu.";
#elif UNITY_EDITOR_OSX
                    errorMessage =
                        "Access to Wwise is required to generate the SoundBanks. Please select the Wwise Application from the Edit > Wwise Settings... menu.";
#endif

                    UnityEngine.Debug.LogError(errorMessage);
                }
            }
        }

        UnityEngine.GUILayout.Space(UnityEditor.EditorGUIUtility.standardVerticalSpacing);

        treeView.DisplayTreeView(AK.Wwise.TreeView.TreeViewControl.DisplayTypes.USE_SCROLL_VIEW);

        if (UnityEngine.GUI.changed && AkUtilities.IsWwiseProjectAvailable)
        {
            UnityEditor.EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
        }
        // TODO: RTP Parameters List
    }
    public void OnGUI()
    {
        GUILayout.BeginHorizontal("Box");

        AkWwiseProjectInfo.GetData().autoPopulateEnabled = GUILayout.Toggle(AkWwiseProjectInfo.GetData().autoPopulateEnabled, "Auto populate");

        if (AkWwiseProjectInfo.GetData().autoPopulateEnabled&& WwiseProjectFound)
        {
            AkWwiseWWUBuilder.StartWWUWatcher();
        }
        else
        {
            AkWwiseWWUBuilder.StopWWUWatcher();
        }
        GUILayout.FlexibleSpace();
        if (GUILayout.Button("Refresh Project", GUILayout.Width(200)))
        {
            treeView.SaveExpansionStatus();
            if (AkWwiseProjectInfo.Populate())
            {
                PopulateTreeview();
            }
        }

        if (GUILayout.Button("Generate SoundBanks", GUILayout.Width(200)))
        {
            if (AkUtilities.IsSoundbankGenerationAvailable())
            {
                AkUtilities.GenerateSoundbanks();
            }
            else
            {
                string errorMessage;

#if UNITY_EDITOR_WIN
                errorMessage = "Access to Wwise is required to generate the SoundBanks. Please select the Wwise Windows Installation Path from the Edit > Wwise Settings... menu.";
#elif UNITY_EDITOR_OSX
                errorMessage = "Access to Wwise is required to generate the SoundBanks. Please select the Wwise Application from the Edit > Wwise Settings... menu.";
#endif

                Debug.LogError(errorMessage);
            }
        }

        GUILayout.EndHorizontal();

        GUILayout.Space(5);

        treeView.DisplayTreeView(TreeViewControl.DisplayTypes.USE_SCROLL_VIEW);

        if (GUI.changed && WwiseProjectFound)
        {
            EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
        }
        // TODO: RTP Parameters List
    }
Esempio n. 3
0
    public void OnGUI()
    {
        using (new UnityEngine.GUILayout.HorizontalScope("box"))
        {
            AkWwiseProjectInfo.GetData().autoPopulateEnabled =
                UnityEngine.GUILayout.Toggle(AkWwiseProjectInfo.GetData().autoPopulateEnabled, "Auto populate");

            if (AkWwiseProjectInfo.GetData().autoPopulateEnabled&& AkUtilities.IsWwiseProjectAvailable)
            {
                AkWwiseWWUBuilder.StartWWUWatcher();
            }
            else
            {
                AkWwiseWWUBuilder.StopWWUWatcher();
            }
            UnityEngine.GUILayout.FlexibleSpace();
            if (UnityEngine.GUILayout.Button("Refresh Project", UnityEngine.GUILayout.Width(200)))
            {
                treeView.SaveExpansionStatus();
                if (AkWwiseProjectInfo.Populate())
                {
                    PopulateTreeview();
                }
            }

            if (UnityEngine.GUILayout.Button("Generate SoundBanks", UnityEngine.GUILayout.Width(200)))
            {
                if (AkUtilities.IsSoundbankGenerationAvailable())
                {
                    AkUtilities.GenerateSoundbanks();
                }
                else
                {
                    UnityEngine.Debug.LogError("Access to Wwise is required to generate the SoundBanks. Please go to Edit > Project Settings... and set the Wwise Application Path found in the Wwise Editor view.");
                }
            }
        }

        UnityEngine.GUILayout.Space(UnityEditor.EditorGUIUtility.standardVerticalSpacing);

        treeView.DisplayTreeView(AK.Wwise.TreeView.TreeViewControl.DisplayTypes.USE_SCROLL_VIEW);

        if (UnityEngine.GUI.changed && AkUtilities.IsWwiseProjectAvailable)
        {
            UnityEditor.EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
        }
    }
Esempio n. 4
0
    public void OnGUI()
    {
        AkWwiseProjectInfo.DataSourceType ds;
        var buttonWidth = 150;

        using (new UnityEngine.GUILayout.HorizontalScope("box"))
        {
            ds = (AkWwiseProjectInfo.DataSourceType)UnityEditor.EditorGUILayout.EnumPopup(
                AkWwiseProjectInfo.GetData().currentDataSource, UnityEngine.GUILayout.Width(buttonWidth));
            UnityEngine.GUILayout.Space(5);

            var projectData = AkWwiseProjectInfo.GetData();

            if (ds != projectData.currentDataSource)
            {
                projectData.currentDataSource = ds;
                m_treeView.SetDataSource(AkWwiseProjectInfo.GetTreeData());
            }

            if (ds == AkWwiseProjectInfo.DataSourceType.FileSystem)
            {
                projectData.autoPopulateEnabled =
                    UnityEngine.GUILayout.Toggle(projectData.autoPopulateEnabled, "Auto populate");
            }
            else
            {
                projectData.AutoSyncSelection =
                    UnityEngine.GUILayout.Toggle(projectData.AutoSyncSelection, "Autosync selection");
                AkWwiseProjectInfo.WaapiPickerData.AutoSyncSelection = projectData.AutoSyncSelection;
            }

            UnityEngine.GUILayout.FlexibleSpace();

            if (UnityEngine.GUILayout.Button("Refresh Project", UnityEngine.GUILayout.Width(buttonWidth)))
            {
                if (ds == AkWwiseProjectInfo.DataSourceType.FileSystem)
                {
                    AkWwiseProjectInfo.Populate();
                }
                Refresh();
            }


            if (UnityEngine.GUILayout.Button("Generate SoundBanks", UnityEngine.GUILayout.Width(buttonWidth)))
            {
                if (AkUtilities.IsSoundbankGenerationAvailable())
                {
                    AkUtilities.GenerateSoundbanks();
                }
                else
                {
                    UnityEngine.Debug.LogError("Access to Wwise is required to generate the SoundBanks. Please go to Edit > Project Settings... and set the Wwise Application Path found in the Wwise Editor view.");
                }
            }

            if (projectData.autoPopulateEnabled && AkUtilities.IsWwiseProjectAvailable)
            {
                AkWwiseWWUBuilder.StartWWUWatcher();
            }
            else
            {
                AkWwiseWWUBuilder.StopWWUWatcher();
            }
        }

        using (new UnityEngine.GUILayout.HorizontalScope("box"))
        {
            var search_width = System.Math.Max(position.width / 3, buttonWidth * 2);

            if (ds == AkWwiseProjectInfo.DataSourceType.FileSystem)
            {
                m_treeView.StoredSearchString = m_SearchField.OnGUI(UnityEngine.GUILayoutUtility.GetRect(search_width, 20), m_treeView.StoredSearchString);
                UnityEngine.GUILayout.FlexibleSpace();
            }

            else
            {
                m_treeView.StoredSearchString = m_SearchField.OnGUI(UnityEngine.GUILayoutUtility.GetRect(search_width, 20), m_treeView.StoredSearchString);
                UnityEngine.GUILayout.FlexibleSpace();

                var labelStyle = new UnityEngine.GUIStyle();
                labelStyle.richText = true;
                UnityEngine.GUILayout.Label(AkWaapiUtilities.GetStatusString(), labelStyle);
            }
        }

        UnityEngine.GUILayout.Space(UnityEditor.EditorGUIUtility.standardVerticalSpacing);


        UnityEngine.GUILayout.FlexibleSpace();
        UnityEngine.Rect lastRect = UnityEngine.GUILayoutUtility.GetLastRect();
        m_treeView.OnGUI(new UnityEngine.Rect(lastRect.x, lastRect.y, position.width, lastRect.height));

        if (UnityEngine.GUI.changed && AkUtilities.IsWwiseProjectAvailable)
        {
            UnityEditor.EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
        }
    }