// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "AudioEditorModule.h" #include "Modules/ModuleManager.h" #include "Sound/SoundNodeDialoguePlayer.h" #include "EdGraphUtilities.h" #include "SoundCueGraphConnectionDrawingPolicy.h" #include "Factories/SoundFactory.h" #include "Factories/ReimportSoundFactory.h" #include "SoundCueGraph/SoundCueGraphNode.h" #include "SoundCueGraphNodeFactory.h" #include "Factories/ReimportSoundSurroundFactory.h" #include "AssetToolsModule.h" #include "SoundClassEditor.h" #include "Sound/SoundCue.h" #include "Sound/SoundWave.h" #include "Sound/SoundSubmix.h" #include "Sound/SoundEffectPreset.h" #include "SoundCueEditor.h" #include "SoundSubmixEditor.h" #include "Sound/AudioSettings.h" #include "AssetTypeActions/AssetTypeActions_DialogueVoice.h" #include "AssetTypeActions/AssetTypeActions_DialogueWave.h" #include "AssetTypeActions/AssetTypeActions_SoundAttenuation.h" #include "AssetTypeActions/AssetTypeActions_SoundConcurrency.h" #include "AssetTypeActions/AssetTypeActions_SoundBase.h" #include "AssetTypeActions/AssetTypeActions_SoundClass.h" #include "AssetTypeActions/AssetTypeActions_SoundCue.h" #include "AssetTypeActions/AssetTypeActions_SoundMix.h" #include "AssetTypeActions/AssetTypeActions_SoundWave.h" #include "AssetTypeActions/AssetTypeActions_ReverbEffect.h" #include "AssetTypeActions/AssetTypeActions_SoundSubmix.h" #include "AssetTypeActions/AssetTypeActions_SoundEffectPreset.h" #include "AssetTypeActions/AssetTypeActions_SoundSourceBus.h" #include "Utils.h" #include "UObject/UObjectIterator.h" #include "Styling/SlateStyle.h" #include "Styling/SlateStyleRegistry.h" #include "SoundFileIO/SoundFileIO.h" const FName AudioEditorAppIdentifier = FName(TEXT("AudioEditorApp")); DEFINE_LOG_CATEGORY(LogAudioEditor); class FSlateStyleSet; struct FGraphPanelPinConnectionFactory; // Setup icon sizes static const FVector2D Icon16 = FVector2D(16.0f, 16.0f); static const FVector2D Icon64 = FVector2D(64.0f, 64.0f); // Preprocessor macro to make defining audio icons simple... // CLASS_NAME - name of the class to make the icon for // ICON_NAME - base-name of the icon to use. Not necessarily based off class name #define SET_AUDIO_ICON(CLASS_NAME, ICON_NAME) \ AudioStyleSet->Set( *FString::Printf(TEXT("ClassIcon.%s"), TEXT(#CLASS_NAME)), new FSlateImageBrush(FPaths::EngineContentDir() / FString::Printf(TEXT("Editor/Slate/Icons/AssetIcons/%s_16x.png"), TEXT(#ICON_NAME)), Icon16)); \ AudioStyleSet->Set( *FString::Printf(TEXT("ClassThumbnail.%s"), TEXT(#CLASS_NAME)), new FSlateImageBrush(FPaths::EngineContentDir() / FString::Printf(TEXT("Editor/Slate/Icons/AssetIcons/%s_64x.png"), TEXT(#ICON_NAME)), Icon64)); // Simpler version of SET_AUDIO_ICON, assumes same name of icon png and class name #define SET_AUDIO_ICON_SIMPLE(CLASS_NAME) SET_AUDIO_ICON(CLASS_NAME, CLASS_NAME) class FAudioEditorModule : public IAudioEditorModule { public: FAudioEditorModule() { // Create style set for audio asset icons AudioStyleSet = MakeShareable(new FSlateStyleSet("AudioStyleSet")); } virtual void StartupModule() override { SoundClassExtensibility.Init(); SoundCueExtensibility.Init(); SoundSubmixExtensibility.Init(); // Register the sound cue graph connection policy with the graph editor SoundCueGraphConnectionFactory = MakeShareable(new FSoundCueGraphConnectionDrawingPolicyFactory); FEdGraphUtilities::RegisterVisualPinConnectionFactory(SoundCueGraphConnectionFactory); TSharedPtr SoundCueGraphNodeFactory = MakeShareable(new FSoundCueGraphNodeFactory()); FEdGraphUtilities::RegisterVisualNodeFactory(SoundCueGraphNodeFactory); // Create reimport handler for sound node waves UReimportSoundFactory::StaticClass(); // Create reimport handler for surround sound waves UReimportSoundSurroundFactory::StaticClass(); SetupIcons(); #if WITH_SNDFILE_IO if (!Audio::InitSoundFileIOManager()) { UE_LOG(LogAudioEditor, Display, TEXT("LibSoundFile failed to load. Importing audio will not work correctly.")); } #endif // WITH_SNDFILE_IO } virtual void ShutdownModule() override { #if WITH_SNDFILE_IO Audio::ShutdownSoundFileIOManager(); #endif // WITH_SNDFILE_IO SoundClassExtensibility.Reset(); SoundCueExtensibility.Reset(); SoundSubmixExtensibility.Reset(); if (SoundCueGraphConnectionFactory.IsValid()) { FEdGraphUtilities::UnregisterVisualPinConnectionFactory(SoundCueGraphConnectionFactory); } } virtual void RegisterAssetActions() override { // Register the audio editor asset type actions IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_DialogueVoice)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_DialogueWave)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundAttenuation)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundConcurrency)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundBase)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundClass)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundCue)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundMix)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundWave)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ReverbEffect)); } virtual void RegisterAudioMixerAssetActions() override { // Only register asset actions for when audio mixer data is enabled if (GetDefault()->IsAudioMixerEnabled()) { IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundSubmix)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundEffectSubmixPreset)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundEffectSourcePreset)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundEffectSourcePresetChain)); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundSourceBus)); } } virtual void AddSoundWaveActionExtender(TSharedPtr InSoundWaveAssetActionExtender) override { if (InSoundWaveAssetActionExtender.IsValid()) { SoundWaveAssetActionExtensions.AddUnique(InSoundWaveAssetActionExtender); } } virtual void GetSoundWaveActionExtenders(TArray>& OutSoundwaveActionExtensions) override { OutSoundwaveActionExtensions = SoundWaveAssetActionExtensions; } virtual void RegisterEffectPresetAssetActions() override { // Only register asset actions for the case where audio mixer data is enabled if (GetDefault()->IsAudioMixerEnabled()) { // Register the audio editor asset type actions IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); // Look for any sound effect presets to register for (TObjectIterator It; It; ++It) { UClass* ChildClass = *It; if (ChildClass->HasAnyClassFlags(CLASS_Abstract)) { continue; } // Look for submix or source preset classes UClass* ParentClass = ChildClass->GetSuperClass(); if (ParentClass->IsChildOf(USoundEffectSourcePreset::StaticClass()) || ParentClass->IsChildOf(USoundEffectSubmixPreset::StaticClass())) { USoundEffectPreset* EffectPreset = ChildClass->GetDefaultObject(); if (!RegisteredActions.Contains(EffectPreset) && EffectPreset->HasAssetActions()) { RegisteredActions.Add(EffectPreset); AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundEffectPreset(EffectPreset))); } } } } } virtual TSharedRef CreateSoundClassEditor( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, USoundClass* InSoundClass ) override { TSharedRef NewSoundClassEditor(new FSoundClassEditor()); NewSoundClassEditor->InitSoundClassEditor(Mode, InitToolkitHost, InSoundClass); return NewSoundClassEditor; } virtual TSharedRef CreateSoundSubmixEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, USoundSubmix* InSoundSubmix) override { TSharedRef NewSoundSubmixEditor(new FSoundSubmixEditor()); NewSoundSubmixEditor->InitSoundSubmixEditor(Mode, InitToolkitHost, InSoundSubmix); return NewSoundSubmixEditor; } virtual TSharedPtr GetSoundClassMenuExtensibilityManager() override { return SoundClassExtensibility.MenuExtensibilityManager; } virtual TSharedPtr GetSoundClassToolBarExtensibilityManager() override { return SoundClassExtensibility.ToolBarExtensibilityManager; } virtual TSharedPtr GetSoundSubmixMenuExtensibilityManager() override { return SoundSubmixExtensibility.MenuExtensibilityManager; } virtual TSharedPtr GetSoundSubmixToolBarExtensibilityManager() override { return SoundSubmixExtensibility.ToolBarExtensibilityManager; } virtual TSharedRef CreateSoundCueEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, USoundCue* SoundCue) override { TSharedRef NewSoundCueEditor(new FSoundCueEditor()); NewSoundCueEditor->InitSoundCueEditor(Mode, InitToolkitHost, SoundCue); return NewSoundCueEditor; } virtual TSharedPtr GetSoundCueMenuExtensibilityManager() override { return SoundCueExtensibility.MenuExtensibilityManager; } virtual TSharedPtr GetSoundCueToolBarExtensibilityManager() override { return SoundCueExtensibility.MenuExtensibilityManager; } virtual void ReplaceSoundNodesInGraph(USoundCue* SoundCue, UDialogueWave* DialogueWave, TArray& NodesToReplace, const FDialogueContextMapping& ContextMapping) override { // Replace any sound nodes in the graph. TArray GraphNodesToRemove; for (USoundNode* const SoundNode : NodesToReplace) { // Create the new dialogue wave player. USoundNodeDialoguePlayer* DialoguePlayer = SoundCue->ConstructSoundNode(); DialoguePlayer->SetDialogueWave(DialogueWave); DialoguePlayer->DialogueWaveParameter.Context = ContextMapping.Context; // We won't need the newly created graph node as we're about to move the dialogue wave player onto the original node. GraphNodesToRemove.Add(CastChecked(DialoguePlayer->GetGraphNode())); // Swap out the sound wave player in the graph node with the new dialogue wave player. USoundCueGraphNode* SoundGraphNode = CastChecked(SoundNode->GetGraphNode()); SoundGraphNode->SetSoundNode(DialoguePlayer); } for (USoundCueGraphNode* const SoundGraphNode : GraphNodesToRemove) { SoundCue->GetGraph()->RemoveNode(SoundGraphNode); } // Make sure the cue is updated to match its graph. SoundCue->CompileSoundNodesFromGraphNodes(); for (USoundNode* const SoundNode : NodesToReplace) { // Remove the old node from the list of available nodes. SoundCue->AllNodes.Remove(SoundNode); } SoundCue->MarkPackageDirty(); } USoundWave* ImportSoundWave(UPackage* const SoundWavePackage, const FString& InSoundWaveAssetName, const FString& InWavFilename) override { USoundFactory* SoundWaveFactory = NewObject(); // Setup sane defaults for importing localized sound waves SoundWaveFactory->bAutoCreateCue = false; SoundWaveFactory->SuppressImportDialogs(); return ImportObject(SoundWavePackage, *InSoundWaveAssetName, RF_Public | RF_Standalone, *InWavFilename, nullptr, SoundWaveFactory); } private: void SetupIcons() { SET_AUDIO_ICON_SIMPLE(SoundAttenuation); SET_AUDIO_ICON_SIMPLE(AmbientSound); SET_AUDIO_ICON_SIMPLE(SoundClass); SET_AUDIO_ICON_SIMPLE(SoundConcurrency); SET_AUDIO_ICON_SIMPLE(SoundCue); SET_AUDIO_ICON_SIMPLE(SoundMix); SET_AUDIO_ICON_SIMPLE(AudioVolume); SET_AUDIO_ICON_SIMPLE(SoundSourceBus); SET_AUDIO_ICON_SIMPLE(SoundSubmix); SET_AUDIO_ICON_SIMPLE(ReverbEffect); SET_AUDIO_ICON(SoundEffectSubmixPreset, SubmixEffectPreset); SET_AUDIO_ICON(SoundEffectSourcePreset, SourceEffectPreset); SET_AUDIO_ICON(SoundEffectSourcePresetChain, SourceEffectPresetChain_1); SET_AUDIO_ICON(ModularSynthPresetBank, SoundGenericIcon_2); SET_AUDIO_ICON(TimeSynthClip, SoundGenericIcon_2); SET_AUDIO_ICON(TimeSynthVolumeGroup, SoundGenericIcon_1); FSlateStyleRegistry::RegisterSlateStyle(*AudioStyleSet.Get()); } struct FExtensibilityManagers { TSharedPtr MenuExtensibilityManager; TSharedPtr ToolBarExtensibilityManager; void Init() { MenuExtensibilityManager = MakeShareable(new FExtensibilityManager); ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager); } void Reset() { MenuExtensibilityManager.Reset(); ToolBarExtensibilityManager.Reset(); } }; FExtensibilityManagers SoundCueExtensibility; FExtensibilityManagers SoundClassExtensibility; FExtensibilityManagers SoundSubmixExtensibility; TArray> SoundWaveAssetActionExtensions; TSet RegisteredActions; TSharedPtr SoundCueGraphConnectionFactory; TSharedPtr AudioStyleSet; }; IMPLEMENT_MODULE( FAudioEditorModule, AudioEditor );