Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/Private/AudioEditorModule.cpp
Rob Gay 96c4e534a4 Copying Dev-Audio to UE-Main from CL 6717121
#rb aaron.mcleran

[CL 6722146 by Rob Gay in Main branch]
2019-05-31 14:50:54 -04:00

346 lines
14 KiB
C++

// 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<FSoundCueGraphNodeFactory> 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<FAssetToolsModule>("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<UAudioSettings>()->IsAudioMixerEnabled())
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("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<ISoundWaveAssetActionExtensions> InSoundWaveAssetActionExtender) override
{
if (InSoundWaveAssetActionExtender.IsValid())
{
SoundWaveAssetActionExtensions.AddUnique(InSoundWaveAssetActionExtender);
}
}
virtual void GetSoundWaveActionExtenders(TArray<TSharedPtr<ISoundWaveAssetActionExtensions>>& OutSoundwaveActionExtensions) override
{
OutSoundwaveActionExtensions = SoundWaveAssetActionExtensions;
}
virtual void RegisterEffectPresetAssetActions() override
{
// Only register asset actions for the case where audio mixer data is enabled
if (GetDefault<UAudioSettings>()->IsAudioMixerEnabled())
{
// Register the audio editor asset type actions
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
// Look for any sound effect presets to register
for (TObjectIterator<UClass> 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<USoundEffectPreset>();
if (!RegisteredActions.Contains(EffectPreset) && EffectPreset->HasAssetActions())
{
RegisteredActions.Add(EffectPreset);
AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SoundEffectPreset(EffectPreset)));
}
}
}
}
}
virtual TSharedRef<FAssetEditorToolkit> CreateSoundClassEditor( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, USoundClass* InSoundClass ) override
{
TSharedRef<FSoundClassEditor> NewSoundClassEditor(new FSoundClassEditor());
NewSoundClassEditor->InitSoundClassEditor(Mode, InitToolkitHost, InSoundClass);
return NewSoundClassEditor;
}
virtual TSharedRef<FAssetEditorToolkit> CreateSoundSubmixEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, USoundSubmix* InSoundSubmix) override
{
TSharedRef<FSoundSubmixEditor> NewSoundSubmixEditor(new FSoundSubmixEditor());
NewSoundSubmixEditor->InitSoundSubmixEditor(Mode, InitToolkitHost, InSoundSubmix);
return NewSoundSubmixEditor;
}
virtual TSharedPtr<FExtensibilityManager> GetSoundClassMenuExtensibilityManager() override
{
return SoundClassExtensibility.MenuExtensibilityManager;
}
virtual TSharedPtr<FExtensibilityManager> GetSoundClassToolBarExtensibilityManager() override
{
return SoundClassExtensibility.ToolBarExtensibilityManager;
}
virtual TSharedPtr<FExtensibilityManager> GetSoundSubmixMenuExtensibilityManager() override
{
return SoundSubmixExtensibility.MenuExtensibilityManager;
}
virtual TSharedPtr<FExtensibilityManager> GetSoundSubmixToolBarExtensibilityManager() override
{
return SoundSubmixExtensibility.ToolBarExtensibilityManager;
}
virtual TSharedRef<ISoundCueEditor> CreateSoundCueEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, USoundCue* SoundCue) override
{
TSharedRef<FSoundCueEditor> NewSoundCueEditor(new FSoundCueEditor());
NewSoundCueEditor->InitSoundCueEditor(Mode, InitToolkitHost, SoundCue);
return NewSoundCueEditor;
}
virtual TSharedPtr<FExtensibilityManager> GetSoundCueMenuExtensibilityManager() override
{
return SoundCueExtensibility.MenuExtensibilityManager;
}
virtual TSharedPtr<FExtensibilityManager> GetSoundCueToolBarExtensibilityManager() override
{
return SoundCueExtensibility.MenuExtensibilityManager;
}
virtual void ReplaceSoundNodesInGraph(USoundCue* SoundCue, UDialogueWave* DialogueWave, TArray<USoundNode*>& NodesToReplace, const FDialogueContextMapping& ContextMapping) override
{
// Replace any sound nodes in the graph.
TArray<USoundCueGraphNode*> GraphNodesToRemove;
for (USoundNode* const SoundNode : NodesToReplace)
{
// Create the new dialogue wave player.
USoundNodeDialoguePlayer* DialoguePlayer = SoundCue->ConstructSoundNode<USoundNodeDialoguePlayer>();
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<USoundCueGraphNode>(DialoguePlayer->GetGraphNode()));
// Swap out the sound wave player in the graph node with the new dialogue wave player.
USoundCueGraphNode* SoundGraphNode = CastChecked<USoundCueGraphNode>(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<USoundFactory>();
// Setup sane defaults for importing localized sound waves
SoundWaveFactory->bAutoCreateCue = false;
SoundWaveFactory->SuppressImportDialogs();
return ImportObject<USoundWave>(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(MonoWaveTableSynthPresetBank, SoundGenericIcon_2);
SET_AUDIO_ICON(TimeSynthClip, SoundGenericIcon_2);
SET_AUDIO_ICON(TimeSynthVolumeGroup, SoundGenericIcon_1);
FSlateStyleRegistry::RegisterSlateStyle(*AudioStyleSet.Get());
}
struct FExtensibilityManagers
{
TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
TSharedPtr<FExtensibilityManager> ToolBarExtensibilityManager;
void Init()
{
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
}
void Reset()
{
MenuExtensibilityManager.Reset();
ToolBarExtensibilityManager.Reset();
}
};
FExtensibilityManagers SoundCueExtensibility;
FExtensibilityManagers SoundClassExtensibility;
FExtensibilityManagers SoundSubmixExtensibility;
TArray<TSharedPtr<ISoundWaveAssetActionExtensions>> SoundWaveAssetActionExtensions;
TSet<USoundEffectPreset*> RegisteredActions;
TSharedPtr<FGraphPanelPinConnectionFactory> SoundCueGraphConnectionFactory;
TSharedPtr<FSlateStyleSet> AudioStyleSet;
};
IMPLEMENT_MODULE( FAudioEditorModule, AudioEditor );