108 lines
4.5 KiB
C++
108 lines
4.5 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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/*------------------------------------------------------------------------------------
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SGeneratedSoundBanks.cpp
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------------------------------------------------------------------------------------*/
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/*------------------------------------------------------------------------------------
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includes.
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------------------------------------------------------------------------------------*/
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#include "GeneratedSoundBanksWarning.h"
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#include "Async/Async.h"
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#include "AkAudioStyle.h"
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#include "AkSettings.h"
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#include "AkUnrealHelper.h"
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#include "IAudiokineticTools.h"
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#include "DesktopPlatformModule.h"
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#include "IDesktopPlatform.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#define LOCTEXT_NAMESPACE "AkAudio"
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TSharedPtr<SNotificationItem> FGeneratedSoundBanksWarning::GeneratedSoundBanksWarning;
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FGeneratedSoundBanksWarning::FGeneratedSoundBanksWarning()
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{
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}
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void FGeneratedSoundBanksWarning::DisplayGeneratedSoundBanksWarning()
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{
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if (!FApp::CanEverRender())
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{
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FString SoundBankDirectory = AkUnrealHelper::GetSoundBankDirectory();
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UE_LOG(LogAudiokineticTools, Warning, TEXT("Couldn't find GeneratedSoundBanks info at path: \n%s"), *SoundBankDirectory);
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return;
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}
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AsyncTask(ENamedThreads::Type::GameThread, [this]
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{
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FString SoundBankDirectory = AkUnrealHelper::GetSoundBankDirectory();
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FText InfoString = FText::FormatOrdered(LOCTEXT("GeneratedSoundBanksWarning", "Couldn't find GeneratedSoundBanks info at path: \n{0}\nSet the GeneratedSoundBanks folder?"), FText::FromString(SoundBankDirectory));
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FSimpleDelegate SetGeneratedSoundBanksPathDelegate = FSimpleDelegate();
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SetGeneratedSoundBanksPathDelegate.BindRaw(this, &FGeneratedSoundBanksWarning::OpenSettingsMenu);
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FSimpleDelegate HideDelegate = FSimpleDelegate();
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HideDelegate.BindRaw(this, &FGeneratedSoundBanksWarning::HideGeneratedSoundBanksNotification);
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FNotificationButtonInfo SetGeneratedSoundBanksPathButton = FNotificationButtonInfo(LOCTEXT("WwiseOpenGeneratedSoundbanks", "Set GeneratedSoundBanks Path"), FText(), SetGeneratedSoundBanksPathDelegate);
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FNotificationButtonInfo DismissButton = FNotificationButtonInfo(LOCTEXT("WwiseDismiss", "Dismiss"), FText(), HideDelegate);
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FNotificationInfo Info(InfoString);
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Info.WidthOverride = 400;
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Info.ButtonDetails.Add(SetGeneratedSoundBanksPathButton);
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Info.ButtonDetails.Add(DismissButton);
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Info.Image = FAkAudioStyle::GetBrush(TEXT("AudiokineticTools.AkBrowserTabIcon"));
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Info.bUseSuccessFailIcons = false;
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Info.FadeOutDuration = 0.5f;
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Info.ExpireDuration = 10.0f;
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GeneratedSoundBanksWarning = FSlateNotificationManager::Get().AddNotification(Info);
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if (GeneratedSoundBanksWarning.IsValid())
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{
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GeneratedSoundBanksWarning->SetCompletionState(SNotificationItem::CS_Pending);
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}
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});
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}
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void FGeneratedSoundBanksWarning::HideGeneratedSoundBanksNotification()
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{
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AsyncTask(ENamedThreads::Type::GameThread, [this]
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{
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if (GeneratedSoundBanksWarning)
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{
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GeneratedSoundBanksWarning->Fadeout();
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}
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});
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}
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void FGeneratedSoundBanksWarning::OpenSettingsMenu()
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{
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const void* ParentWindowHandle = FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr);
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const FString Title = LOCTEXT("GeneratedSoundBanksFolderSelector", "Select the folder containing the Generated SoundBanks info").ToString();
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FString Output;
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bool bSuccess = FDesktopPlatformModule::Get()->OpenDirectoryDialog(ParentWindowHandle, Title, AkUnrealHelper::GetContentDirectory(), Output);
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if(bSuccess)
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{
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UAkSettings* Settings = GetMutableDefault<UAkSettings>();
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if(Settings->UpdateGeneratedSoundBanksPath(Output))
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{
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Settings->SaveConfig();
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}
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}
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}
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#undef LOCTEXT_NAMESPACE |