public override void OnInspectorGUI() { float outFloat = 0; Gate component = (Gate)target; MAX_inputGain *= 0.95f; MAX_outputGain *= 0.95f; MAX_gateState *= 0.95f; MAX_inputGain = MAX_inputGain > component.MAX_inputGain ? MAX_inputGain : component.MAX_inputGain; MAX_outputGain = MAX_outputGain > component.MAX_outputGain ? MAX_outputGain : component.MAX_outputGain; MAX_gateState = MAX_gateState > component.MAX_gateState ? MAX_gateState : component.MAX_gateState; GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.InputGain, 0, 3, "Input Gain", "Volume going into device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Input Gain"); component.InputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_inputGain); } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.Threshold, 0, 1, "Threshold", "Volume at which gate is triggered", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Threshold"); component.Threshold = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.Attack, 0, 1, "Attack", "How quickly the gate opens", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Attack"); component.Attack = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.Release, 0, 1, "Release", "How quickly the gate closes", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Released"); component.Release = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_gateState); } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.OutputGain, 0, 5, "Output Gain", "Volume going out of the device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Output Gain"); component.OutputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_outputGain); } GUILayout.EndVertical(); component.runEffectInEditMode = GUILayout.Toggle(component.runEffectInEditMode, new GUIContent("Run Effect In Edit Mode (" + component.runTime.ToString() + " ms)", "Enable/disable component when the editor is not playing.\nEnable to reduce CPU usage")); Repaint(); }
public override void OnInspectorGUI() { float outFloat = 0; FoldbackDistortion component = (FoldbackDistortion)target; MAX_inputGain *= 0.95f; MAX_outputGain *= 0.95f; MAX_inputGain = MAX_inputGain > component.MAX_inputGain ? MAX_inputGain : component.MAX_inputGain; MAX_outputGain = MAX_outputGain > component.MAX_outputGain ? MAX_outputGain : component.MAX_outputGain; GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.InputGain, 0, 3, "Input Gain", "Volume going into device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Input Gain"); component.InputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_inputGain); if (InspectorUtils.FloatSlider(component.SoftDistortAmount, 0, 1, "Soft Distort Amount", "Amount of distortion applied to the whole signal", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Soft Distort Amount"); component.SoftDistortAmount = outFloat; EditorGUIUtility.ExitGUI(); } } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.Threshold, 0, 1, "Threshold", "Volume at which distortion is triggered", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Threshold"); component.Threshold = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.DistortAmount, 0.0001f, 1, "Distort Amount", "Amount of distortion applied starting at threshold", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Distort Amount"); component.DistortAmount = outFloat; EditorGUIUtility.ExitGUI(); } } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.OutputGain, 0, 5, "Output Gain", "Volume going out of the device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Output Gain"); component.OutputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_outputGain); } GUILayout.EndVertical(); component.runEffectInEditMode = GUILayout.Toggle(component.runEffectInEditMode, new GUIContent("Run Effect In Edit Mode (" + component.runTime.ToString() + " ms)", "Enable/disable component when the editor is not playing.\nEnable to reduce CPU usage")); Repaint(); }
public override void OnInspectorGUI() { float outFloat = 0; Saturator component = (Saturator)target; MAX_inputGain *= 0.95f; MAX_inputGain = MAX_inputGain > component.MAX_inputGain ? MAX_inputGain : component.MAX_inputGain; GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.InputGain, 0, 3, "Input Gain", "Volume going into device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Input Gain"); component.InputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_inputGain); } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.Threshold, 0, 1, "Threshold", "Volume at which saturation is triggered", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Threshold"); component.Threshold = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.Amount, 0.0001f, 1, "Amount", "The amount of saturation applied to the audio source.", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Amount"); component.Amount = outFloat; EditorGUIUtility.ExitGUI(); } } GUILayout.EndVertical(); component.runEffectInEditMode = GUILayout.Toggle(component.runEffectInEditMode, new GUIContent("Run Effect In Edit Mode (" + component.runTime.ToString() + " ms)", "Enable/disable component when the editor is not playing.\nEnable to reduce CPU usage")); Repaint(); }
public override void OnInspectorGUI() { float outFloat = 0; Fader component = (Fader)target; MAX_gain *= 0.95f; MAX_gain = MAX_gain > component.MAX_gain ? MAX_gain : component.MAX_gain; GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.Gain, 0, 3, "Gain", "Gain control for device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Gain"); component.Gain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_gain); component.Mute = GUILayout.Toggle(component.Mute, new GUIContent("Mute", "Toggle track on and off")); } GUILayout.EndVertical(); component.runEffectInEditMode = GUILayout.Toggle(component.runEffectInEditMode, new GUIContent("Run Effect In Edit Mode (" + component.runTime.ToString() + " ms)", "Enable/disable component when the editor is not playing.\nEnable to reduce CPU usage")); Repaint(); }
public override void OnInspectorGUI() { float outFloat = 0; Compressor component = (Compressor)target; MAX_inputGain *= 0.95f; MAX_compressedGain *= 0.95f; MAX_dryGain *= 0.95f; MAX_outputGain *= 0.95f; MAX_gainReduction *= 0.95f; MAX_inputGain = Mathf.Max(MAX_inputGain, component.MAX_inputGain); MAX_compressedGain = Mathf.Max(MAX_compressedGain, component.MAX_compressedGain); MAX_dryGain = Mathf.Max(MAX_dryGain, component.MAX_dryGain); MAX_outputGain = Mathf.Max(MAX_outputGain, component.MAX_outputGain); MAX_gainReduction = Mathf.Max(MAX_gainReduction, component.MAX_gainReduction); GUILayout.Label(component.envelope.attackCoeff.ToString()); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.InputGain, 0, 3, "Input Gain", "Volume going into device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Input Gain"); component.InputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_inputGain); } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.Threshold, 0, 1, "Threshold", "Volume at which compression is triggered", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Threshold"); component.Threshold = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.Slope, 0, 2, "Slope", "Amount of compression", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Slope"); component.Slope = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.Attack, 0, 1, "Attack", "How quickly the component impacts sound", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Attack"); component.Attack = outFloat; EditorGUIUtility.ExitGUI(); } if (InspectorUtils.FloatSlider(component.Release, 0, 1, "Release", "How quickly the audio returns to normal", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Released"); component.Release = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(1 - MAX_gainReduction); } GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); { if (InspectorUtils.FloatSlider(component.DryGain, 0, 5, "Dry Gain", "Amount of the dry signal into mix", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Dry Gain"); component.DryGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_dryGain); if (InspectorUtils.FloatSlider(component.CompressedGain, 0, 5, "Compressed Gain", "Amount of the compressed signal into mix", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Compressed Gain"); component.CompressedGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_compressedGain); if (InspectorUtils.FloatSlider(component.OutputGain, 0, 5, "Output Gain", "Volume going out of the device", out outFloat)) { InspectorUtils.RecordObject(component, inspectorName + " - Output Gain"); component.OutputGain = outFloat; EditorGUIUtility.ExitGUI(); } InspectorUtils.VolumeMeter(MAX_outputGain); } GUILayout.EndVertical(); component.runEffectInEditMode = GUILayout.Toggle(component.runEffectInEditMode, new GUIContent("Run Effect In Edit Mode (" + component.runTime.ToString() + " ms)", "Enable/disable component when the editor is not playing.\nEnable to reduce CPU usage")); Repaint(); }