示例#1
0
    public bool RenderLeftColumn(SfxrParams parameters)
    {
        bool soundChanged = false;

        // Begin generator column
        GUILayout.BeginVertical("box", GUILayout.Width(110));
        GUILayout.Label("GENERATOR", EditorStyles.boldLabel);
        GUILayout.Space(8);

        if (GUILayout.Button("PICKUP/COIN"))
        {
            suggestedName = "PickupCoin";
            parameters.GeneratePickupCoin();
            soundChanged = true;
        }
        if (GUILayout.Button("LASER/SHOOT"))
        {
            suggestedName = "LaserShoot";
            parameters.GenerateLaserShoot();
            soundChanged = true;
        }
        if (GUILayout.Button("EXPLOSION"))
        {
            suggestedName = "Explosion";
            parameters.GenerateExplosion();
            soundChanged = true;
        }
        if (GUILayout.Button("POWERUP"))
        {
            suggestedName = "Powerup";
            parameters.GeneratePowerup();
            soundChanged = true;
        }
        if (GUILayout.Button("HIT/HURT"))
        {
            suggestedName = "HitHurt";
            parameters.GenerateHitHurt();
            soundChanged = true;
        }
        if (GUILayout.Button("JUMP"))
        {
            suggestedName = "Jump";
            parameters.GenerateJump();
            soundChanged = true;
        }
        if (GUILayout.Button("BLIP/SELECT"))
        {
            suggestedName = "BlipSelect";
            parameters.GenerateBlipSelect();
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("MUTATE"))
        {
            parameters.Mutate();
            soundChanged = true;
        }
        if (GUILayout.Button("RANDOMIZE"))
        {
            suggestedName = "Random";
            parameters.Randomize();
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("COPY (OLD)"))
        {
            EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsStringLegacy();
        }
        if (GUILayout.Button("COPY"))
        {
            EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString();
        }
        if (GUILayout.Button("PASTE"))
        {
            suggestedName = null;
            parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer);
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("PLAY SOUND"))
        {
            PlaySound();
        }

        GUILayout.Space(30);

        if (GUILayout.Button("EXPORT WAV"))
        {
            var path = EditorUtility.SaveFilePanel("Export as WAV", "", getSuggestedName() + ".wav", "wav");
            if (path.Length != 0)
            {
                SfxrSynth synth = new SfxrSynth();
                synth.parameters.SetSettingsString(parameters.GetSettingsString());
                File.WriteAllBytes(path, synth.GetWavFile());
            }
        }

        // End generator column
        GUILayout.FlexibleSpace();
        GUILayout.EndVertical();

        return(soundChanged);
    }
示例#2
0
    /// <summary>
    /// Renders the specified SFXR parameters in the editor.
    /// </summary>
    /// <param name="parameters">The current parameters to be rendered.</param>
    /// <remarks>
    /// This method is called automatically for the standalone editor window
    /// when a game-object with parameters is selected.  However, this public
    /// method can also be called by CustomEditor implementations for specific
    /// game-components to render the editor in the Inspector window
    /// (see UnityEditor.Editor for details).  Also, this method can be used
    /// from PropertyDrawer implementations; future releases of the code may
    /// include such a default drawer (once SfxrSynth and SfxrParams supports
    /// native serialization for Unity).
    /// </remarks>
    public static void RenderParameters(SfxrParams parameters)
    {
        if (parameters == null)
        {
            return;
        }

        if (waveTypeOptions == null)
        {
            waveTypeOptions =
                new GUIContent[]
            {
                new GUIContent("Square Wave", "Square (0)"),
                new GUIContent("Sawtooth", "Saw (1)"),
                new GUIContent("Sine Wave", "Sin (2)"),
                new GUIContent("Noise", "Noise (3)")
            };
        }

        EditorGUI.BeginChangeCheck();
        try
        {
            RenderHeading("General Settings");
            RenderPopup(waveTypeOptions, ((int)(parameters.waveType)), (value => parameters.waveType = ((uint)(value))), new GUIContent("Wave Type", "Shape of the wave"));
            bool isSquareWaveType = (parameters.waveType == 0);
            RenderSlider(+0, +1, parameters.masterVolume, (value => parameters.masterVolume = value), new GUIContent("Volume", "Overall volume of the sound (0 to 1)"));

            RenderHeading("Wave Envelope");
            RenderSlider(+0, +1, parameters.attackTime, (value => parameters.attackTime = value), new GUIContent("Attack Time", "Length of the volume envelope attack (0 to 1)"));
            RenderSlider(+0, +1, parameters.sustainTime, (value => parameters.sustainTime = value), new GUIContent("Sustain Time", "Length of the volume envelope sustain (0 to 1)"));
            RenderSlider(+0, +1, parameters.sustainPunch, (value => parameters.sustainPunch = value), new GUIContent("Sustain Punch", "Tilts the sustain envelope for more 'pop' (0 to 1)"));
            RenderSlider(+0, +1, parameters.decayTime, (value => parameters.decayTime = value), new GUIContent("Decay Time", "Length of the volume envelope decay (yes, I know it's called release) (0 to 1)"));

            RenderHeading("Frequency");
            RenderSlider(+0, +1, parameters.startFrequency, (value => parameters.startFrequency = value), new GUIContent("Start Frequency", "Base note of the sound (0 to 1)"));
            RenderSlider(+0, +1, parameters.minFrequency, (value => parameters.minFrequency = value), new GUIContent("Minimum Frequency", "If sliding, the sound will stop at this frequency, to prevent really low notes (0 to 1)"));
            RenderSlider(-1, +1, parameters.slide, (value => parameters.slide = value), new GUIContent("Slide", "Slides the note up or down (-1 to 1)"));
            RenderSlider(-1, +1, parameters.deltaSlide, (value => parameters.deltaSlide = value), new GUIContent("Delta Slide", "Accelerates the slide (-1 to 1)"));
            RenderSlider(+0, +1, parameters.vibratoDepth, (value => parameters.vibratoDepth = value), new GUIContent("Vibrato Depth", "Strength of the vibrato effect (0 to 1)"));
            RenderSlider(+0, +1, parameters.vibratoSpeed, (value => parameters.vibratoSpeed = value), new GUIContent("Vibrato Speed", "Speed of the vibrato effect (i.e. frequency) (0 to 1)"));

            RenderHeading("Tone Change");
            RenderSlider(-1, +1, parameters.changeAmount, (value => parameters.changeAmount = value), new GUIContent("Change Amount", "Shift in note, either up or down (-1 to 1)"));
            RenderSlider(+0, +1, parameters.changeSpeed, (value => parameters.changeSpeed = value), new GUIContent("Change Speed", "How fast the note shift happens (only happens once) (0 to 1)"));

            RenderHeading("Square Waves");
            RenderSlider(+0, +1, parameters.squareDuty, (value => parameters.squareDuty = value), new GUIContent("Square Duty", "Controls the ratio between the up and down states of the square wave, changing the tibre (0 to 1)"), isSquareWaveType);
            RenderSlider(-1, +1, parameters.dutySweep, (value => parameters.dutySweep = value), new GUIContent("Duty Sweep", "Sweeps the duty up or down (-1 to 1)"), isSquareWaveType);

            RenderHeading("Repeats");
            RenderSlider(+0, +1, parameters.repeatSpeed, (value => parameters.repeatSpeed = value), new GUIContent("Repeat Speed", "Speed of the note repeating - certain variables are reset each time (0 to 1)"));

            RenderHeading("Phaser");
            RenderSlider(-1, +1, parameters.phaserOffset, (value => parameters.phaserOffset = value), new GUIContent("Phaser Offset", "Offsets a second copy of the wave by a small phase, changing the tibre (-1 to 1)"));
            RenderSlider(-1, +1, parameters.phaserSweep, (value => parameters.phaserSweep = value), new GUIContent("Phaser Sweep", "Sweeps the phase up or down (-1 to 1)"));

            RenderHeading("Filters");
            RenderSlider(+0, +1, parameters.lpFilterCutoff, (value => parameters.lpFilterCutoff = value), new GUIContent("Low-Pass Cutoff", "Frequency at which the low-pass filter starts attenuating higher frequencies (0 to 1)"));
            RenderSlider(-1, +1, parameters.lpFilterCutoffSweep, (value => parameters.lpFilterCutoffSweep = value), new GUIContent("Low-Pass Cutoff Sweep", "Sweeps the low-pass cutoff up or down (-1 to 1)"));
            RenderSlider(+0, +1, parameters.lpFilterResonance, (value => parameters.lpFilterResonance = value), new GUIContent("Low-Pass Resonance", "Changes the attenuation rate for the low-pass filter, changing the timbre (0 to 1)"));
            RenderSlider(+0, +1, parameters.hpFilterCutoff, (value => parameters.hpFilterCutoff = value), new GUIContent("High-Pass Cutoff", "Frequency at which the high-pass filter starts attenuating lower frequencies (0 to 1)"));
            RenderSlider(-1, +1, parameters.hpFilterCutoffSweep, (value => parameters.hpFilterCutoffSweep = value), new GUIContent("High-Pass Cutoff Sweep", "Sweeps the high-pass cutoff up or down (-1 to 1)"));

            EditorGUILayout.Space();
            EditorGUILayout.BeginHorizontal();
            try
            {
                if (CanPlaySound())
                {
                    GUILayoutOption buttonHeight = GUILayout.MinHeight(40.0f);
                    RenderButton("Play Sound", () => PlaySound(parameters, false), null, buttonHeight);
                }
                else
                {
                    EditorGUILayout.HelpBox("To play the sound, the editor must be playing the game.", MessageType.Info, true);
                }
            }
            finally
            {
                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.Space();
            RenderHeading("Tools");
            EditorGUILayout.BeginHorizontal();
            try
            {
                GUILayout.FlexibleSpace();
                EditorGUILayout.BeginVertical();
                try
                {
                    if (RenderButton("Randomize"))
                    {
                        parameters.Randomize();
                        PlaySound(parameters);
                    }

                    if (RenderButton("Mutate"))
                    {
                        parameters.Mutate();                          // TODO: Allow for mutation-quantity parameter to be specified
                        PlaySound(parameters);
                    }
                }
                finally
                {
                    EditorGUILayout.EndVertical();
                }

                GUILayout.FlexibleSpace();
            }
            finally
            {
                EditorGUILayout.EndHorizontal();
            }

            RenderHeading("Generators");
            EditorGUILayout.BeginHorizontal();
            try
            {
                GUILayout.FlexibleSpace();
                EditorGUILayout.BeginVertical();
                try
                {
                    bool play = false;
                    play = (RenderButton("Pickup Coin", parameters.GeneratePickupCoin) || play);
                    play = (RenderButton("Laser Shoot", parameters.GenerateLaserShoot) || play);
                    play = (RenderButton("Explosion", parameters.GenerateExplosion) || play);
                    play = (RenderButton("Powerup", parameters.GeneratePowerup) || play);
                    play = (RenderButton("Hit Hurt", parameters.GenerateHitHurt) || play);
                    play = (RenderButton("Jump", parameters.GenerateJump) || play);
                    play = (RenderButton("Blip Select", parameters.GenerateBlipSelect) || play);
                    if (play)
                    {
                        PlaySound(parameters);
                    }
                }
                finally
                {
                    EditorGUILayout.EndVertical();
                }

                GUILayout.FlexibleSpace();
            }
            finally
            {
                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.Space();
            RenderHeading("Clipboard");
            EditorGUILayout.BeginHorizontal();
            try
            {
                GUILayout.FlexibleSpace();
                if (GUILayout.Button("Copy Parameters"))
                {
                    EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString();
                }

                if (GUILayout.Button("Paste Parameters"))
                {
                    parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer);
                    PlaySound(parameters);
                }

                GUILayout.FlexibleSpace();
            }
            finally
            {
                EditorGUILayout.EndHorizontal();
            }
        }
        finally
        {
            if (EditorGUI.EndChangeCheck())
            {
                parameters.paramsDirty = true;
            }
        }
    }
示例#3
0
    public bool RenderLeftColumn(SfxrParams parameters)
    {
        bool soundChanged = false;

        // Begin generator column
        GUILayout.BeginVertical("box", GUILayout.Width(110));
        GUILayout.Label("合成器", EditorStyles.boldLabel);
        GUILayout.Space(8);

        if (GUILayout.Button("捡拾/金币"))
        {
            suggestedName = "PickupCoin";
            parameters.GeneratePickupCoin();
            soundChanged = true;
        }
        if (GUILayout.Button("激光/射击"))
        {
            suggestedName = "LaserShoot";
            parameters.GenerateLaserShoot();
            soundChanged = true;
        }
        if (GUILayout.Button("爆炸"))
        {
            suggestedName = "Explosion";
            parameters.GenerateExplosion();
            soundChanged = true;
        }
        if (GUILayout.Button("能量提升"))
        {
            suggestedName = "Powerup";
            parameters.GeneratePowerup();
            soundChanged = true;
        }
        if (GUILayout.Button("击中/受伤"))
        {
            suggestedName = "HitHurt";
            parameters.GenerateHitHurt();
            soundChanged = true;
        }
        if (GUILayout.Button("跳跃"))
        {
            suggestedName = "Jump";
            parameters.GenerateJump();
            soundChanged = true;
        }
        if (GUILayout.Button("选择/切换"))
        {
            suggestedName = "BlipSelect";
            parameters.GenerateBlipSelect();
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("MUTATE"))
        {
            parameters.Mutate();
            soundChanged = true;
        }
        if (GUILayout.Button("随机"))
        {
            suggestedName = "Random";
            parameters.Randomize();
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("复制 (OLD)"))
        {
            EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsStringLegacy();
        }
        if (GUILayout.Button("复制"))
        {
            EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString();
        }
        if (GUILayout.Button("黏贴"))
        {
            suggestedName = null;
            parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer);
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("播放"))
        {
            PlaySound();
        }

        GUILayout.Space(30);

        if (GUILayout.Button("导出"))
        {
            var path = EditorUtility.SaveFilePanel("导出为WAV", "", getSuggestedName() + ".wav", "wav");
            if (path.Length != 0)
            {
                SfxrSynth synth = new SfxrSynth();
                synth.parameters.SetSettingsString(parameters.GetSettingsString());
                File.WriteAllBytes(path, synth.GetWavFile());
            }
        }

        // End generator column
        GUILayout.FlexibleSpace();
        GUILayout.EndVertical();

        return(soundChanged);
    }
示例#4
0
    public bool RenderLeftColumn(SfxrParams parameters)
    {
        bool soundChanged = false;

        // Begin generator column
        GUILayout.BeginVertical("box", GUILayout.Width(110));
        GUILayout.Label("GENERATOR", EditorStyles.boldLabel);
        GUILayout.Space(8);

        if (GUILayout.Button("PICKUP/COIN"))
        {
            suggestedName = "PickupCoin";
            parameters.GeneratePickupCoin();
            soundChanged = true;
        }
        if (GUILayout.Button("LASER/SHOOT"))
        {
            suggestedName = "LaserShoot";
            parameters.GenerateLaserShoot();
            soundChanged = true;
        }
        if (GUILayout.Button("EXPLOSION"))
        {
            suggestedName = "Explosion";
            parameters.GenerateExplosion();
            soundChanged = true;
        }
        if (GUILayout.Button("POWERUP"))
        {
            suggestedName = "Powerup";
            parameters.GeneratePowerup();
            soundChanged = true;
        }
        if (GUILayout.Button("HIT/HURT"))
        {
            suggestedName = "HitHurt";
            parameters.GenerateHitHurt();
            soundChanged = true;
        }
        if (GUILayout.Button("JUMP"))
        {
            suggestedName = "Jump";
            parameters.GenerateJump();
            soundChanged = true;
        }
        if (GUILayout.Button("BLIP/SELECT"))
        {
            suggestedName = "BlipSelect";
            parameters.GenerateBlipSelect();
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("MUTATE"))
        {
            parameters.Mutate();
            soundChanged = true;
        }
        if (GUILayout.Button("RANDOMIZE"))
        {
            suggestedName = "Random";
            parameters.Randomize();
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("COPY (OLD)"))
        {
            EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsStringLegacy();
        }
        if (GUILayout.Button("COPY"))
        {
            EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString();
        }
        if (GUILayout.Button("PASTE"))
        {
            suggestedName = null;
            parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer);
            soundChanged = true;
        }

        GUILayout.Space(30);

        if (GUILayout.Button("PLAY SOUND"))
        {
            PlaySound();
        }

        GUILayout.Space(30);

        if (GUILayout.Button("EXPORT WAV"))
        {
            var path = EditorUtility.SaveFilePanel("Export as WAV", "", getSuggestedName() + ".wav", "wav");
            if (path.Length != 0)
            {
                SfxrSynth synth = new SfxrSynth();
                synth.parameters.SetSettingsString(parameters.GetSettingsString());
                File.WriteAllBytes(path, synth.GetWavFile());
            }
        }

        GUILayout.Space(30);

        soundTitle = GUILayout.TextField(soundTitle);
        bool canSave = !string.IsNullOrEmpty(soundTitle) &&
                       !soundTitle.Contains(";") &&
                       !soundTitle.Contains(":");
        bool   mustReplace = canSave && SoundContainer.Contains(soundTitle);
        string buttonName  = "SAVE";

        if (!canSave)
        {
            buttonName = "INVALID NAME";
        }
        else if (mustReplace)
        {
            buttonName = "REPLACE";
        }
        else
        {
            buttonName = "SAVE";
        }

        if (!canSave)
        {
            bool prevVal = GUI.enabled;
            GUI.enabled = false;
            GUILayout.Button(buttonName);
            GUI.enabled = prevVal;
        }
        else
        {
            if (GUILayout.Button(buttonName))
            {
                string soundParams = parameters.GetSettingsString();

                if (mustReplace)
                {
                    SoundContainer.ReplaceSound(soundTitle, soundParams);
                }
                else
                {
                    SoundContainer.AddSound(soundTitle, soundParams);
                }
            }
        }

        if (canSave && mustReplace)
        {
            if (GUILayout.Button("LOAD"))
            {
                string soundParams = SoundContainer.GetSound(soundTitle);
                parameters.SetSettingsString(soundParams);
                soundChanged = true;
            }
        }
        else
        {
            bool prevVal = GUI.enabled;
            GUI.enabled = false;
            GUILayout.Button("LOAD");
            GUI.enabled = prevVal;
        }

        if (canSave && mustReplace)
        {
            if (GUILayout.Button("DELETE"))
            {
                SoundContainer.DeleteSound(soundTitle);
            }
        }
        else
        {
            bool prevVal = GUI.enabled;
            GUI.enabled = false;
            GUILayout.Button("DELETE");
            GUI.enabled = prevVal;
        }

        // End generator column
        GUILayout.FlexibleSpace();
        GUILayout.EndVertical();

        return(soundChanged);
    }