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Audio Editor UI Improvements and Scene Init Randomization (#3388)
* Audio Editor UI Improvements and Scene Init Randomization * Update soh/soh/Enhancements/audio/AudioEditor.cpp Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/soh/Enhancements/audio/AudioEditor.cpp Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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@ -12,6 +12,7 @@
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#include <Utils/StringHelper.h>
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#include "../../UIWidgets.hpp"
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#include "AudioCollection.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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Vec3f pos = { 0.0f, 0.0f, 0.0f };
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f32 freqScale = 1.0f;
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@ -79,6 +80,11 @@ void UpdateCurrentBGM(u16 seqKey, SeqType seqType) {
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void RandomizeGroup(SeqType type) {
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std::vector<u16> values;
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// An empty IncludedSequences set means that the AudioEditor window has never been drawn
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if (AudioCollection::Instance->GetIncludedSequences().empty()) {
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AudioCollection::Instance->InitializeShufflePool();
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}
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// use a while loop to add duplicates if we don't have enough included sequences
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while (values.size() < AuthenticCountBySequenceType(type)) {
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for (const auto& seqData : AudioCollection::Instance->GetIncludedSequences()) {
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@ -123,6 +129,34 @@ void ResetGroup(const std::map<u16, SequenceInfo>& map, SeqType type) {
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}
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}
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void LockGroup(const std::map<u16, SequenceInfo>& map, SeqType type) {
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for (const auto& [defaultValue, seqData] : map) {
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if (seqData.category == type) {
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// Only save authentic sequence CVars
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if (seqData.category == SEQ_FANFARE && defaultValue >= MAX_AUTHENTIC_SEQID) {
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continue;
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}
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const std::string cvarKey = AudioCollection::Instance->GetCvarKey(seqData.sfxKey);
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const std::string cvarLockKey = AudioCollection::Instance->GetCvarLockKey(seqData.sfxKey);
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CVarSetInteger(cvarLockKey.c_str(), 1);
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}
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}
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}
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void UnlockGroup(const std::map<u16, SequenceInfo>& map, SeqType type) {
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for (const auto& [defaultValue, seqData] : map) {
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if (seqData.category == type) {
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// Only save authentic sequence CVars
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if (seqData.category == SEQ_FANFARE && defaultValue >= MAX_AUTHENTIC_SEQID) {
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continue;
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}
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const std::string cvarKey = AudioCollection::Instance->GetCvarKey(seqData.sfxKey);
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const std::string cvarLockKey = AudioCollection::Instance->GetCvarLockKey(seqData.sfxKey);
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CVarSetInteger(cvarLockKey.c_str(), 0);
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}
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}
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}
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void DrawPreviewButton(uint16_t sequenceId, std::string sfxKey, SeqType sequenceType) {
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const std::string cvarKey = AudioCollection::Instance->GetCvarKey(sfxKey);
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const std::string hiddenKey = "##" + cvarKey;
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@ -163,6 +197,8 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
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const std::string hiddenTabId = "##" + tabId;
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const std::string resetAllButton = "Reset All" + hiddenTabId;
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const std::string randomizeAllButton = "Randomize All" + hiddenTabId;
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const std::string lockAllButton = "Lock All" + hiddenTabId;
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const std::string unlockAllButton = "Unlock All" + hiddenTabId;
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if (ImGui::Button(resetAllButton.c_str())) {
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auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
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auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
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@ -184,6 +220,28 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
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ReplayCurrentBGM();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button(lockAllButton.c_str())) {
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auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
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auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
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LockGroup(map, type);
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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auto curReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
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if (type == SEQ_BGM_WORLD && prevReplacement != curReplacement) {
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ReplayCurrentBGM();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button(unlockAllButton.c_str())) {
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auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
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auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
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UnlockGroup(map, type);
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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auto curReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
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if (type == SEQ_BGM_WORLD && prevReplacement != curReplacement) {
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ReplayCurrentBGM();
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}
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}
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ImGui::BeginTable(tabId.c_str(), 3, ImGuiTableFlags_SizingFixedFit);
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ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);
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@ -350,6 +408,19 @@ void DrawTypeChip(SeqType type) {
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ImGui::EndDisabled();
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}
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void AudioEditorRegisterOnSceneInitHook() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>([](int16_t sceneNum) {
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if (CVarGetInteger("gAudioEditor.RandomizeAllOnNewScene", 0)) {
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AudioEditor_RandomizeAll();
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}
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});
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}
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void AudioEditor::InitElement() {
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AudioEditorRegisterOnSceneInitHook();
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}
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void AudioEditor::DrawElement() {
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AudioCollection::Instance->InitializeShufflePool();
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@ -359,6 +430,28 @@ void AudioEditor::DrawElement() {
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return;
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}
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float buttonSegments = ImGui::GetContentRegionAvail().x / 4;
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if (ImGui::Button("Randomize All Groups", ImVec2(buttonSegments, 30.0f))) {
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AudioEditor_RandomizeAll();
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}
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UIWidgets::Tooltip("Randomizes all unlocked music and sound effects across tab groups");
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ImGui::SameLine();
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if (ImGui::Button("Reset All Groups", ImVec2(buttonSegments, 30.0f))) {
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AudioEditor_ResetAll();
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}
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UIWidgets::Tooltip("Resets all unlocked music and sound effects across tab groups");
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ImGui::SameLine();
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if (ImGui::Button("Lock All Groups", ImVec2(buttonSegments, 30.0f))) {
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AudioEditor_LockAll();
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}
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UIWidgets::Tooltip("Locks all music and sound effects across tab groups");
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ImGui::SameLine();
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if (ImGui::Button("Unlock All Groups", ImVec2(buttonSegments, 30.0f))) {
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AudioEditor_UnlockAll();
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}
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UIWidgets::Tooltip("Unlocks all music and sound effects across tab groups");
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if (ImGui::BeginTabBar("SfxContextTabBar", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
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if (ImGui::BeginTabItem("Background Music")) {
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Draw_SfxTab("backgroundMusic", SEQ_BGM_WORLD);
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@ -431,6 +524,10 @@ void AudioEditor::DrawElement() {
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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ImGui::NewLine();
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UIWidgets::EnhancementCheckbox("Randomize All Music and Sound Effects on New Scene", "gAudioEditor.RandomizeAllOnNewScene");
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UIWidgets::Tooltip("Enables randomizing all unlocked music and sound effects when you enter a new scene.");
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ImGui::NewLine();
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ImGui::PushItemWidth(-FLT_MIN);
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UIWidgets::PaddedSeparator();
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@ -625,3 +722,19 @@ void AudioEditor_ResetAll() {
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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ReplayCurrentBGM();
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}
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void AudioEditor_LockAll() {
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for (auto type : allTypes) {
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LockGroup(AudioCollection::Instance->GetAllSequences(), type);
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}
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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void AudioEditor_UnlockAll() {
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for (auto type : allTypes) {
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UnlockGroup(AudioCollection::Instance->GetAllSequences(), type);
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}
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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@ -14,13 +14,15 @@ class AudioEditor : public LUS::GuiWindow {
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using LUS::GuiWindow::GuiWindow;
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void DrawElement() override;
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void InitElement() override {};
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void InitElement() override;
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void UpdateElement() override {};
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~AudioEditor() {};
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};
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void AudioEditor_RandomizeAll();
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void AudioEditor_ResetAll();
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void AudioEditor_LockAll();
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void AudioEditor_UnlockAll();
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extern "C" {
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#endif
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