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3 Commits

Author SHA1 Message Date
Nao db05f6eb9a Randomization Problem Wwise - Godot 2024-09-29 15:04:25 +02:00
Nao c1b0b0fd05 Test for Wwise 2024-09-04 14:24:23 +02:00
cblech e3ea51b354 Added wwise integration 2024-09-04 13:49:13 +02:00
5027 changed files with 2256 additions and 345051 deletions
-6
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@@ -1,8 +1,2 @@
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@@ -1,14 +1,3 @@
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@@ -1,13 +0,0 @@
# Default ignored files
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-4
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-8
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-8
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Game Parameter ID Name Wwise Object Path Notes
504532776 Brick \Factory Acoustic Textures\Textures\Brick
513139656 Mountain \Factory Acoustic Textures\Textures\Mountain
841620460 Concrete \Factory Acoustic Textures\Textures\Concrete
1755085759 Wood_Deep \Factory Acoustic Textures\Textures\Wood_Deep
1873957695 Anechoic \Factory Acoustic Textures\Textures\Anechoic
1970351858 Fabric \Factory Acoustic Textures\Textures\Fabric
2058049674 Wood \Factory Acoustic Textures\Textures\Wood
2412606308 Carpet \Factory Acoustic Textures\Textures\Carpet
2637588553 Tile \Factory Acoustic Textures\Textures\Tile
2928161104 Curtains \Factory Acoustic Textures\Textures\Curtains
3195498748 Cork_Tiles \Factory Acoustic Textures\Textures\Cork_Tiles
3670307564 Drywall \Factory Acoustic Textures\Textures\Drywall
4168643977 Acoustic_Banner \Factory Acoustic Textures\Textures\Acoustic_Banner
4262522749 Wood_Bright \Factory Acoustic Textures\Textures\Wood_Bright
Audio Bus ID Name Wwise Object Path Notes
3803692087 Master Audio Bus \Default Work Unit\Master Audio Bus
Audio Devices ID Name Type Notes
2317455096 No_Output No Output
3859886410 System System
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Event ID Name Wwise Object Path Notes
3157003241 Test \Default Work Unit\Test
3833651337 Jump \Default Work Unit\Jump
In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size
143687057 SFX_Jump_02 D:\Game Projects\Babushka\Babushka_Wwise\Babushka\.cache\Windows\SFX\SFX_Jump_02_818F3B66.wem \Actor-Mixer Hierarchy\Default Work Unit\Jump\SFX_Jump_02 183312
190522504 SFX_Error D:\Game Projects\Babushka\Babushka_Wwise\Babushka\.cache\Windows\SFX\SFX_Error_818F3B66.wem \Actor-Mixer Hierarchy\Default Work Unit\SFX_Error 29040
260161493 SFX_Jump_03 D:\Game Projects\Babushka\Babushka_Wwise\Babushka\.cache\Windows\SFX\SFX_Jump_03_818F3B66.wem \Actor-Mixer Hierarchy\Default Work Unit\Jump\SFX_Jump_03 159880
413062689 SFX_Jump_05 D:\Game Projects\Babushka\Babushka_Wwise\Babushka\.cache\Windows\SFX\SFX_Jump_05_818F3B66.wem \Actor-Mixer Hierarchy\Default Work Unit\Jump\SFX_Jump_05 179052
963898419 SFX_Jump_04 D:\Game Projects\Babushka\Babushka_Wwise\Babushka\.cache\Windows\SFX\SFX_Jump_04_818F3B66.wem \Actor-Mixer Hierarchy\Default Work Unit\Jump\SFX_Jump_04 174792
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<?xml version="1.0" encoding="utf-8"?>
<PlatformInfo>
<Platform Name="Windows" BasePlatform="Windows" Generator="2023.1.6.8555"/>
<RootPaths>
<ProjectRoot>../../../Babushka_Wwise/Babushka</ProjectRoot>
<SourceFilesRoot>../../../Babushka_Wwise/Babushka/.cache/Windows</SourceFilesRoot>
<SoundBanksRoot>.</SoundBanksRoot>
<ExternalSourcesInputFile></ExternalSourcesInputFile>
<ExternalSourcesOutputRoot>../../../Babushka_Wwise/Babushka/GeneratedSoundBanks/Windows</ExternalSourcesOutputRoot>
</RootPaths>
<DefaultAlign>16</DefaultAlign>
<Settings>
<AutoSoundBankDefinition>false</AutoSoundBankDefinition>
<CopyLooseStreamedMediaFiles>true</CopyLooseStreamedMediaFiles>
<SubFoldersForGeneratedFiles>false</SubFoldersForGeneratedFiles>
<RemoveUnusedGeneratedFiles>true</RemoveUnusedGeneratedFiles>
<SourceControlGeneratedFiles>false</SourceControlGeneratedFiles>
<GenerateHeaderFile>false</GenerateHeaderFile>
<GenerateContentTxtFile>true</GenerateContentTxtFile>
<GenerateMetadataXML>true</GenerateMetadataXML>
<GenerateMetadataJSON>false</GenerateMetadataJSON>
<GenerateAllBanksMetadata>true</GenerateAllBanksMetadata>
<GeneratePerBankMetadata>false</GeneratePerBankMetadata>
<UseSoundBankNames>true</UseSoundBankNames>
<AllowExceedingMaxSize>false</AllowExceedingMaxSize>
<MaxAttenuationInfo>false</MaxAttenuationInfo>
<EstimatedDurationInfo>false</EstimatedDurationInfo>
<PrintObjectGuid>false</PrintObjectGuid>
<PrintObjectPath>false</PrintObjectPath>
</Settings>
<FileHash>{0D5998DA-3744-A3F7-BE47-D3829537549B}</FileHash>
</PlatformInfo>
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<?xml version="1.0" encoding="utf-8"?>
<PluginInfo Platform="Windows" BasePlatform="Windows">
<PluginLibs>
<PluginLib LibName="System" LibId="11403271" Type="AudioDevice"/>
<PluginLib LibName="No Output" LibId="11862023" Type="AudioDevice"/>
</PluginLibs>
<FileHash>{0A13F4BA-B100-584C-1D1C-B9267B7D267A}</FileHash>
</PluginInfo>
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<?xml version="1.0" encoding="utf-8"?>
<SoundBanksInfo Platform="Windows" BasePlatform="Windows" SchemaVersion="16" SoundBankVersion="150">
<RootPaths>
<ProjectRoot>../../../Babushka_Wwise/Babushka</ProjectRoot>
<SourceFilesRoot>../../../Babushka_Wwise/Babushka/.cache/Windows</SourceFilesRoot>
<SoundBanksRoot>.</SoundBanksRoot>
<ExternalSourcesInputFile></ExternalSourcesInputFile>
<ExternalSourcesOutputRoot>../../../Babushka_Wwise/Babushka/GeneratedSoundBanks/Windows</ExternalSourcesOutputRoot>
</RootPaths>
<DialogueEvents/>
<SoundBanks>
<SoundBank Id="1355168291" Type="User" Language="SFX" Hash="{AB9F0343-CD85-AB9E-58D8-B63D74A50185}">
<ShortName>Init</ShortName>
<Path>Init.bnk</Path>
<Plugins>
<AudioDevices>
<Plugin Id="2317455096" Name="No_Output" LibName="No Output" LibId="11862023"/>
<Plugin Id="3859886410" Name="System" LibName="System" LibId="11403271"/>
</AudioDevices>
</Plugins>
<Busses>
<Bus Id="3803692087" Name="Master Audio Bus"/>
</Busses>
<GameParameters>
<GameParameter Id="822163944" Name="SS_Air_RPM"/>
<GameParameter Id="1029930033" Name="SS_Air_Fury"/>
<GameParameter Id="1351367891" Name="SS_Air_Fear"/>
<GameParameter Id="2648548617" Name="SS_Air_Month"/>
<GameParameter Id="3002758120" Name="SS_Air_Freefall"/>
<GameParameter Id="3074696722" Name="SS_Air_Size"/>
<GameParameter Id="3203397129" Name="SS_Air_TimeOfDay"/>
<GameParameter Id="3715662592" Name="SS_Air_Storm"/>
<GameParameter Id="3847924954" Name="SS_Air_Presence"/>
<GameParameter Id="4160247818" Name="SS_Air_Turbulence"/>
</GameParameters>
<AcousticTextures>
<AcousticTexture Id="504532776" Name="Brick">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="12"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="18"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="23"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="35"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="513139656" Name="Mountain">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="0"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="0"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="0"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="0"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="841620460" Name="Concrete">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="6"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="6"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="6"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="14"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="1755085759" Name="Wood_Deep">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="1"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="8"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="20"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="35"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="1873957695" Name="Anechoic">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="100"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="100"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="100"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="100"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="1970351858" Name="Fabric">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="3"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="13"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="48"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="72"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="2058049674" Name="Wood">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="32"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="25"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="20"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="35"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="2412606308" Name="Carpet">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="46"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="45"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="76"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="100"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="2637588553" Name="Tile">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="67"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="41"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="12"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="0"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="2928161104" Name="Curtains">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="7"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="60"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="0"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="84"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="3195498748" Name="Cork_Tiles">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="14"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="30"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="73"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="100"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="3670307564" Name="Drywall">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="2"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="2"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="2"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="2"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="4168643977" Name="Acoustic_Banner">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="37"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="100"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="100"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="100"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
<AcousticTexture Id="4262522749" Name="Wood_Bright">
<Properties>
<Property Name="AbsorptionLow" Type="Real32" Value="32"/>
<Property Name="AbsorptionMidLow" Type="Real32" Value="25"/>
<Property Name="AbsorptionMidHigh" Type="Real32" Value="10"/>
<Property Name="AbsorptionHigh" Type="Real32" Value="9"/>
<Property Name="Scattering" Type="Real32" Value="0"/>
</Properties>
</AcousticTexture>
</AcousticTextures>
</SoundBank>
<SoundBank Id="3161908922" Type="User" Language="SFX" Hash="{9878BE72-4D56-F2EF-127E-6C071B346441}">
<ShortName>Main</ShortName>
<Path>Main.bnk</Path>
<Media>
<File Id="143687057" Language="SFX" Streaming="false" Location="Memory">
<ShortName>SFX_Jump_02.wav</ShortName>
<CachePath>SFX/SFX_Jump_02_818F3B66.wem</CachePath>
</File>
<File Id="190522504" Language="SFX" Streaming="false" Location="Memory">
<ShortName>SFX_Error.wav</ShortName>
<CachePath>SFX/SFX_Error_818F3B66.wem</CachePath>
</File>
<File Id="260161493" Language="SFX" Streaming="false" Location="Memory">
<ShortName>SFX_Jump_03.wav</ShortName>
<CachePath>SFX/SFX_Jump_03_818F3B66.wem</CachePath>
</File>
<File Id="413062689" Language="SFX" Streaming="false" Location="Memory">
<ShortName>SFX_Jump_05.wav</ShortName>
<CachePath>SFX/SFX_Jump_05_818F3B66.wem</CachePath>
</File>
<File Id="963898419" Language="SFX" Streaming="false" Location="Memory">
<ShortName>SFX_Jump_04.wav</ShortName>
<CachePath>SFX/SFX_Jump_04_818F3B66.wem</CachePath>
</File>
</Media>
<Events>
<Event Id="3833651337" Name="Jump">
<MediaRefs>
<MediaRef Id="143687057"/>
<MediaRef Id="260161493"/>
<MediaRef Id="413062689"/>
<MediaRef Id="963898419"/>
</MediaRefs>
</Event>
<Event Id="3157003241" Name="Test">
<MediaRefs>
<MediaRef Id="190522504"/>
</MediaRefs>
</Event>
</Events>
</SoundBank>
</SoundBanks>
<FileHash>{EC2B4A58-41D2-3263-26FD-0EC5819FA29C}</FileHash>
</SoundBanksInfo>
+86
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class_name AK
class EVENTS:
const JUMP = 3833651337
const TEST = 3157003241
const _dict = {
"Jump": JUMP,
"Test": TEST
}
class STATES:
const _dict = {}
class SWITCHES:
const _dict = {}
class GAME_PARAMETERS:
const SS_AIR_TIMEOFDAY = 3203397129
const SS_AIR_TURBULENCE = 4160247818
const SS_AIR_MONTH = 2648548617
const SS_AIR_PRESENCE = 3847924954
const SS_AIR_FURY = 1029930033
const SS_AIR_STORM = 3715662592
const SS_AIR_FREEFALL = 3002758120
const SS_AIR_RPM = 822163944
const SS_AIR_SIZE = 3074696722
const SS_AIR_FEAR = 1351367891
const _dict = {
"SS_Air_TimeOfDay": SS_AIR_TIMEOFDAY,
"SS_Air_Turbulence": SS_AIR_TURBULENCE,
"SS_Air_Month": SS_AIR_MONTH,
"SS_Air_Presence": SS_AIR_PRESENCE,
"SS_Air_Fury": SS_AIR_FURY,
"SS_Air_Storm": SS_AIR_STORM,
"SS_Air_Freefall": SS_AIR_FREEFALL,
"SS_Air_RPM": SS_AIR_RPM,
"SS_Air_Size": SS_AIR_SIZE,
"SS_Air_Fear": SS_AIR_FEAR
}
class TRIGGERS:
const _dict = {}
class BANKS:
const INIT = 1355168291
const MAIN = 3161908922
const _dict = {
"Init": INIT,
"Main": MAIN
}
class BUSSES:
const MASTER_AUDIO_BUS = 3803692087
const _dict = {
"Master Audio Bus": MASTER_AUDIO_BUS
}
class AUX_BUSSES:
const _dict = {}
class AUDIO_DEVICES:
const SYSTEM = 3859886410
const NO_OUTPUT = 2317455096
const _dict = {
"System": SYSTEM,
"No_Output": NO_OUTPUT
}
class EXTERNAL_SOURCES:
const _dict = {}
+47
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[gd_scene format=3 uid="uid://bc0hrnjouuhb4"]
[node name="Node2D" type="Node2D"]
[node name="Button" type="Button" parent="."]
offset_left = 266.0
offset_top = 141.0
offset_right = 844.0
offset_bottom = 391.0
[node name="Button2" type="Button" parent="."]
offset_left = 58.0
offset_top = 29.0
offset_right = 220.0
offset_bottom = 210.0
[node name="AkBank_Init" type="AkBank" parent="."]
bank = {
"id": 1355168291,
"name": "Init"
}
load_on = 1
[node name="AkBank_Main" type="AkBank" parent="AkBank_Init"]
bank = {
"id": 3161908922,
"name": "Main"
}
load_on = 1
[node name="AkEvent_TestEvent" type="AkEvent2D" parent="AkBank_Init/AkBank_Main"]
event = {
"id": 3157003241,
"name": "Test"
}
position = Vector2(266, 141)
[node name="AkEvent_Jump" type="AkEvent2D" parent="AkBank_Init/AkBank_Main"]
event = {
"id": 3833651337,
"name": "Jump"
}
[node name="AkListener2D" type="AkListener2D" parent="."]
[connection signal="pressed" from="Button" to="AkBank_Init/AkBank_Main/AkEvent_TestEvent" method="post_event"]
[connection signal="pressed" from="Button2" to="AkBank_Init/AkBank_Main/AkEvent_Jump" method="post_event"]
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View File
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bmnff63evbdhv"
path="res://.godot/imported/Clear.svg-d661617e27b91e3580171e3447fde514.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/SignalVisualizer/Clear.svg"
dest_files=["res://.godot/imported/Clear.svg-d661617e27b91e3580171e3447fde514.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
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detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
@@ -1,58 +0,0 @@
class_name SignalConnection extends Object
# Properties
# |===================================|
# |===================================|
# |===================================|
var signal_id: int
var source_node_name: String
var destination_node_name: String
var method_signature: String
var description: String :
get:
return "ID: {signal_id} Source: {source_node_name} Destination: {destination_node_name} Method: {method_signature}".format({
"signal_id": signal_id,
"source_node_name": source_node_name,
"destination_node_name": destination_node_name,
"method_signature": method_signature,
})
var dictionary_key: String :
get:
return "{signal_id}__{source_node_name}__{destination_node_name}__{method_signature}".format({ "signal_id": signal_id, "source_node_name": source_node_name, "destination_node_name": destination_node_name, "method_signature": method_signature.replace("::", "_") })
var dictionary_representation: Dictionary :
get:
return {
"signal_id": signal_id,
"source_node_name": source_node_name,
"destination_node_name": destination_node_name,
"method_signature": method_signature,
}
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _init(signal_id: int, source_node_name: String, destination_node_name: String, method_signature: String):
self.signal_id = signal_id
self.source_node_name = source_node_name
self.destination_node_name = destination_node_name
self.method_signature = method_signature
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|
@@ -1 +0,0 @@
uid://dm613ct57qfwa
@@ -1,56 +0,0 @@
class_name SignalDescription extends Object
# Properties
# |===================================|
# |===================================|
# |===================================|
var id: int:
get:
if _source_id != null:
return _source_id
return get_instance_id()
var node_name: String
var signal_name: String
var description: String :
get:
return "ID: {id} Node: {node_name} Signal: {signal_name}".format({
"id": id,
"node_name": node_name,
"signal_name": signal_name,
})
var dictionary_representation: Dictionary :
get:
return {
"id": id,
"node_name": node_name,
"signal_name": signal_name,
}
var _source_id = null
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _init(node_name: String, signal_name: String):
self.node_name = node_name
self.signal_name = signal_name
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|
@@ -1 +0,0 @@
uid://dvgsocxisw3ae
@@ -1,53 +0,0 @@
class_name SignalGraph extends Object
# Properties
# |===================================|
# |===================================|
# |===================================|
var name: String
var signals: Array[SignalDescription]
var edges: Array[SignalConnection]
var description: String :
get:
return "Signals: {signals}\nEdges: {edges}".format({
"signals": signals.map(func (item): return item.description),
"edges": edges.map(func (item): return item.description),
})
var dictionary_representation: Dictionary :
get:
return {
"name": name,
"signals": signals.map(func (element): return element.dictionary_representation),
"edges": edges.map(func (element): return element.dictionary_representation),
}
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _init(name: String, signals: Array[SignalDescription] = [], edges: Array[SignalConnection] = []):
self.name = name
self.signals = signals
self.edges = edges
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|
func get_source_signal_for_edge(edge: SignalConnection) -> SignalDescription:
var result = signals.filter(func (item): return item.id == edge.signal_id)
if result.size() > 0:
return result[0]
return null
@@ -1 +0,0 @@
uid://2qj81iy1le0a
@@ -1,170 +0,0 @@
@tool
class_name SignalGraphUtility
static var SignalGraphNode = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node.tscn")
static var GraphNodeItem = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.tscn")
const SOURCE_COLOR: Color = Color.SKY_BLUE
const DESTINATION_COLOR: Color = Color.CORAL
const CONNECTION_TYPE: int = 0
#region Methods
static func create_signal_graph(name: String, signals: Array, edges: Array) -> SignalGraph:
var signal_graph = SignalGraph.new(name)
for signal_item in signals:
var new_signal_description = SignalDescription.new(signal_item.node_name, signal_item.signal_name)
new_signal_description._source_id = signal_item.id
signal_graph.signals.append(new_signal_description)
for connection in edges:
var new_edge = SignalConnection.new(connection.signal_id, connection.source_node_name, connection.destination_node_name, connection.method_signature)
signal_graph.edges.append(new_edge)
return signal_graph
static func create_signal_graph_from_node(root_node: Node, is_persistent_only: bool = false):
var signal_graph = SignalGraph.new(root_node.scene_file_path)
var all_nodes: Array[Node] = _gather_nodes_from_node(root_node)
var signals: Array[SignalDescription] = []
var edges: Array[SignalConnection] = []
for node in all_nodes:
for signal_item in node.get_signal_list():
var existing_signals = []
var connection_list = node.get_signal_connection_list(signal_item["name"] as String)
if connection_list.size() > 0:
for connection in connection_list:
var enabled_flags = connection["flags"] == CONNECT_PERSIST if is_persistent_only else true
var should_display_connection = "name" in connection["callable"].get_object() and not connection["callable"].get_object().name.begins_with("@") and enabled_flags
if should_display_connection:
var signal_description: SignalDescription
var filtered_signals = existing_signals.filter(func (element): return element.signal_name == signal_item.name and element.node_name == node.name)
if filtered_signals.size() == 1:
signal_description = filtered_signals[0]
else:
signal_description = SignalDescription.new(node.name, signal_item.name)
existing_signals.append(signal_description)
signals.append(signal_description)
var signal_edge = SignalConnection.new(signal_description.id, signal_description.node_name, connection["callable"].get_object().name, connection["callable"].get_method())
if not signal_graph.edges.any(func (element): return element.signal_id == signal_description.id):
edges.append(signal_edge)
var temp_signals = {}
for item in signals:
temp_signals[item.id] = item
var temp_edges = {}
for item in edges:
temp_edges[item.dictionary_key] = item
signal_graph.signals.assign(temp_signals.keys().map(func (key): return temp_signals[key]))
signal_graph.edges.assign(temp_edges.keys().map(func (key): return temp_edges[key]))
return signal_graph
static func generate_signal_graph_nodes(signal_graph: SignalGraph, graph_node: GraphEdit, open_script_callable: Callable):
var graph_nodes: Dictionary = {}
for signal_item in signal_graph.signals:
var current_graph_node: SignalGraphNode
if graph_nodes.has(signal_item.node_name):
current_graph_node = graph_nodes[signal_item.node_name]
if not current_graph_node:
current_graph_node = SignalGraphNode.instantiate()
current_graph_node.title = signal_item.node_name
current_graph_node.name = _get_graph_node_name(signal_item.node_name)
graph_node.add_child(current_graph_node)
graph_nodes[signal_item.node_name] = current_graph_node
for edge in signal_graph.edges:
var destination_graph_node: SignalGraphNode
if graph_nodes.has(edge.destination_node_name):
destination_graph_node = graph_nodes[edge.destination_node_name]
else:
destination_graph_node = SignalGraphNode.instantiate()
destination_graph_node.title = edge.destination_node_name
destination_graph_node.name = _get_graph_node_name(edge.destination_node_name)
graph_node.add_child(destination_graph_node)
graph_nodes[edge.destination_node_name] = destination_graph_node
var source_signal = signal_graph.get_source_signal_for_edge(edge)
if source_signal != null:
var source_graph_node: SignalGraphNode = graph_nodes[edge.source_node_name] as SignalGraphNode
if not source_graph_node.has_source_signal_description(source_signal.signal_name, edge.destination_node_name):
var source_signal_label = Label.new()
source_signal_label.text = source_signal.signal_name
source_signal_label.name = "source_" + source_signal.signal_name + "_" + edge.destination_node_name
source_graph_node.add_child(source_signal_label)
var destination_signal_name = "destination_" + source_signal.signal_name + "_" + edge.method_signature.replace("::", "__")
var has_destination = destination_graph_node.has_destination_signal_description(source_signal.signal_name, edge.method_signature)
if not has_destination:
var destination_signal_item = GraphNodeItem.instantiate()
destination_signal_item.signal_data = SignalGraphNodeItem.Metadata.new(source_signal.signal_name, edge.method_signature, edge.destination_node_name)
destination_signal_item.text = edge.method_signature
destination_signal_item.name = destination_signal_name
destination_signal_item.open_script.connect(open_script_callable)
destination_graph_node.add_child(destination_signal_item)
for edge in signal_graph.edges:
var source_signal = signal_graph.get_source_signal_for_edge(edge)
if source_signal != null:
var source_graph_node: SignalGraphNode = graph_nodes[edge.source_node_name] as SignalGraphNode
var destination_graph_node: SignalGraphNode = graph_nodes[edge.destination_node_name] as SignalGraphNode
var from_port = source_graph_node.get_source_slot(source_signal.signal_name, edge.destination_node_name)
var to_port = destination_graph_node.get_destination_slot(source_signal.signal_name, edge.method_signature)
source_graph_node.set_slot(from_port, false, CONNECTION_TYPE, Color.BLACK, true, CONNECTION_TYPE, SOURCE_COLOR)
destination_graph_node.set_slot(to_port, true, CONNECTION_TYPE, DESTINATION_COLOR, false, CONNECTION_TYPE, Color.BLACK)
var from_slot_index = source_graph_node.get_next_source_slot(source_signal.signal_name, edge.destination_node_name)
var to_slot_index = destination_graph_node.get_next_destination_slot(source_signal.signal_name, edge.method_signature)
if from_port >= 0 and to_port >= 0:
graph_node.connect_node(source_graph_node.name, from_slot_index, destination_graph_node.name, to_slot_index)
else:
print(">>> Invalid Connection Request")
static func generate_signal_graph_tree(signal_graph: SignalGraph, tree_node: Tree):
var root = tree_node.create_item()
root.set_text(0, signal_graph.name)
var tree_items: Dictionary = {}
for signal_item in signal_graph.signals:
var node_tree_item: TreeItem
if tree_items.has(signal_item.node_name):
node_tree_item = tree_items[signal_item.node_name] as TreeItem
else:
node_tree_item = tree_node.create_item(root)
node_tree_item.set_text(0, signal_item.node_name)
tree_items[signal_item.node_name] = node_tree_item
var signal_tree_item = tree_node.create_item(node_tree_item)
signal_tree_item.set_text(0, signal_item.signal_name)
for edge in signal_graph.edges.filter(func (item): return item.signal_id == signal_item.id):
var signal_connection_tree_item = tree_node.create_item(signal_tree_item)
signal_connection_tree_item.set_text(0, edge.destination_node_name + "::" + edge.method_signature)
static func _get_graph_node_name(name: String) -> String:
return "{node_name}_graph_node".format({ "node_name": name })
static func _gather_nodes_from_node(root_node: Node) -> Array[Node]:
var node_list: Array[Node] = [root_node]
return node_list + __gather_nodes_from_node(root_node)
static func __gather_nodes_from_node(node: Node) -> Array[Node]:
var nodes: Array[Node] = []
for child in node.get_children(false):
nodes.append(child)
nodes += __gather_nodes_from_node(child)
return nodes
#endregion
@@ -1 +0,0 @@
uid://csw8uccbs0vuk
@@ -1,146 +0,0 @@
extends Node
# Properties
# |===================================|
# |===================================|
# |===================================|
var _signal_graph: SignalGraph
var _lambda_map: Dictionary = {}
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
if OS.is_debug_build():
EngineDebugger.register_message_capture("signal_debugger", _on_signal_debugger_message_capture)
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_signal_debugger_message_capture(message: String, data: Array) -> bool:
if message == "start":
_signal_graph = generate_signal_graph()
for signal_item in _signal_graph.signals:
_connect_to_signal(signal_item)
EngineDebugger.send_message(
"signal_debugger:generated_graph",
[[_signal_graph.signals.map(func (item): return item.dictionary_representation), _signal_graph.edges.map(func (item): return item.dictionary_representation)]]
)
if message == "stop" and _signal_graph:
for signal_item in _signal_graph.signals:
_disconnect_from_signal(signal_item)
if message == "invoke_signal" and data.size() == 2:
var node_name = data[0]
var signal_name = data[1]
var root_node = get_tree().current_scene
var node = root_node if root_node.name == node_name else root_node.find_child(node_name)
if node:
var connection_list = node.get_signal_connection_list(signal_name)
for connection in connection_list:
var callable = connection["callable"]
var bound_args = callable.get_bound_arguments()
var bound_args_count = callable.get_bound_arguments_count()
var method = callable.get_method()
callable.callv([node])
return true
func _on_signal_execution(signal_name: String, node_name: String, args):
EngineDebugger.send_message(
"signal_debugger:signal_executed",
[Time.get_datetime_string_from_system(), node_name, signal_name]
)
# Methods
# |===================================|
# |===================================|
# |===================================|
func generate_signal_graph() -> SignalGraph:
var graph = SignalGraphUtility.create_signal_graph_from_node(get_tree().current_scene)
return graph
#var signal_graph = SignalGraph.new(get_tree().current_scene.name)
#var all_nodes: Array[Node] = _gather_nodes_in_scene()
#var signals: Array[SignalDescription] = []
#var edges: Array[SignalConnection] = []
#
#for node in all_nodes:
#for signal_item in node.get_signal_list():
#var existing_signals = []
#var connection_list = node.get_signal_connection_list(signal_item["name"] as String)
#if connection_list.size() > 0:
#for connection in connection_list:
#var should_display_connection = "name" in connection["callable"].get_object() and not connection["callable"].get_object().name.begins_with("@")
#if should_display_connection:
#var signal_description: SignalDescription
#var filtered_signals = existing_signals.filter(func (element): return element.signal_name == signal_item.name and element.node_name == node.name)
#if filtered_signals.size() == 1:
#signal_description = filtered_signals[0]
#else:
#signal_description = SignalDescription.new(node.name, signal_item.name)
#existing_signals.append(signal_description)
#signals.append(signal_description)
#
#var signal_edge = SignalConnection.new(signal_description.id, signal_description.node_name, connection["callable"].get_object().name, connection["callable"].get_method())
#if not signal_graph.edges.any(func (element): return element.signal_id == signal_description.id):
#edges.append(signal_edge)
#
#var temp_signals = {}
#for item in signals:
#temp_signals[item.id] = item
#
#var temp_edges = {}
#for item in edges:
#temp_edges[item.dictionary_key] = item
#
#signal_graph.signals.assign(temp_signals.keys().map(func (key): return temp_signals[key]))
#signal_graph.edges.assign(temp_edges.keys().map(func (key): return temp_edges[key]))
#
#return signal_graph
#func _gather_nodes_in_scene() -> Array[Node]:
#var scene_root = get_tree().current_scene
#var node_list: Array[Node] = [scene_root]
#return node_list + _gather_nodes_from_node(scene_root)
#
#func _gather_nodes_from_node(node: Node) -> Array[Node]:
#var nodes: Array[Node] = []
#for child in node.get_children(false):
#nodes.append(child)
#nodes += _gather_nodes_from_node(child)
#
#return nodes
func _connect_to_signal(signal_item: SignalDescription):
var root_node = get_tree().current_scene
var _execute: Callable = func (args = []): _on_signal_execution(signal_item.signal_name, signal_item.node_name, args)
if root_node.name == signal_item.node_name:
root_node.connect(signal_item.signal_name, _execute)
_lambda_map[signal_item] = _execute
else:
var child = root_node.find_child(signal_item.node_name)
if child:
child.connect(signal_item.signal_name, _execute)
_lambda_map[signal_item] = _execute
func _disconnect_from_signal(signal_item: SignalDescription):
var root_node = get_tree().current_scene
if root_node.name == signal_item.node_name:
var callable = _lambda_map[signal_item]
if callable:
root_node.disconnect(signal_item.signal_name, callable)
_lambda_map.erase(signal_item)
else:
var child = root_node.find_child(signal_item.node_name)
if child:
var callable = _lambda_map[signal_item]
if callable:
child.disconnect(signal_item.signal_name, callable)
_lambda_map.erase(signal_item)
@@ -1 +0,0 @@
uid://bmsqdh2cnmgw8
@@ -1,97 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://cbsmvov8u78q"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Debugger/signal_debugger_panel.gd" id="1_66cpc"]
[ext_resource type="Texture2D" uid="uid://be3nwoioa311t" path="res://addons/SignalVisualizer/Play.svg" id="2_2wkuv"]
[ext_resource type="Texture2D" uid="uid://oo1oq2colx5b" path="res://addons/SignalVisualizer/Stop.svg" id="3_bg5eu"]
[ext_resource type="Texture2D" uid="uid://bmnff63evbdhv" path="res://addons/SignalVisualizer/Clear.svg" id="4_vg63r"]
[node name="SignalDebugger" type="Control"]
clip_contents = true
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_66cpc")
start_icon = ExtResource("2_2wkuv")
stop_icon = ExtResource("3_bg5eu")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
clip_contents = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
custom_minimum_size = Vector2(2.08165e-12, 50)
layout_mode = 2
theme_override_constants/separation = 8
[node name="ActionButton" type="Button" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
disabled = true
text = "Start"
icon = ExtResource("2_2wkuv")
[node name="ClearAllButton" type="Button" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Clear All"
icon = ExtResource("4_vg63r")
[node name="Spacer" type="Control" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="ClearLogsButton" type="Button" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Clear Logs"
icon = ExtResource("4_vg63r")
[node name="HSplitContainer" type="HSplitContainer" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[node name="SignalTree" type="Tree" parent="VBoxContainer/HSplitContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(250, 2.08165e-12)
layout_mode = 2
columns = 2
allow_reselect = true
allow_rmb_select = true
hide_root = true
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer/HSplitContainer"]
layout_mode = 2
[node name="TabBar" type="TabBar" parent="VBoxContainer/HSplitContainer/VBoxContainer"]
layout_mode = 2
tab_count = 2
tab_0/title = "Signal Log"
tab_1/title = "Signal Graph"
[node name="LogLabel" type="RichTextLabel" parent="VBoxContainer/HSplitContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_colors/default_color = Color(0.690196, 0.690196, 0.690196, 1)
bbcode_enabled = true
scroll_following = true
[node name="Graph" type="GraphEdit" parent="VBoxContainer/HSplitContainer/VBoxContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_vertical = 3
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ActionButton" to="." method="_on_action_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ClearAllButton" to="." method="_on_clear_all_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ClearLogsButton" to="." method="_on_clear_logs_button_pressed"]
[connection signal="item_selected" from="VBoxContainer/HSplitContainer/SignalTree" to="." method="_on_signal_tree_item_selected"]
[connection signal="tab_changed" from="VBoxContainer/HSplitContainer/VBoxContainer/TabBar" to="." method="_on_tab_bar_tab_changed"]
@@ -1,192 +0,0 @@
@tool
class_name SignalDebuggerPanel extends Control
signal open_script(node_name: String, method_signature: String)
signal start_signal_debugging
signal stop_signal_debugging
var SignalGraphNode = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node.tscn")
var GraphNodeItem = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.tscn")
const SOURCE_COLOR: Color = Color.SKY_BLUE
const DESTINATION_COLOR: Color = Color.CORAL
const CONNECTION_TYPE: int = 0
enum Tabs {
LOG,
GRAPH
}
# Properties
# |===================================|
# |===================================|
# |===================================|
@export var start_icon: Texture2D
@export var stop_icon: Texture2D
@onready var action_button: Button = %ActionButton
@onready var clear_all_button: Button = %ClearAllButton
@onready var signal_tree: Tree = %SignalTree
@onready var log_label: RichTextLabel = %LogLabel
@onready var graph_node: GraphEdit = %Graph
var is_started: bool = false :
get: return is_started
set(new_value):
is_started = new_value
_update_action_button()
var _signals: Array = []
var _signal_filter: Array = []
var _is_stack_trace_enabled: bool = false
var _debugger_tab_state: Tabs = Tabs.LOG
var _graph: SignalGraph
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
disable()
_handle_tab_update(0)
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_action_button_pressed():
if is_started:
stop()
else:
start()
func _on_clear_all_button_pressed():
log_label.clear()
signal_tree.clear()
graph_node.clear_connections()
for child in graph_node.get_children():
if child is SignalGraphNode:
child.queue_free()
func _on_clear_logs_button_pressed():
log_label.clear()
func _on_signal_tree_item_selected():
# Updates the checkmark button
var selected_item = signal_tree.get_selected()
var is_checked = selected_item.is_checked(1)
selected_item.set_checked(1, (not is_checked))
# Add / Remove signal from filters
var selected_signal = _signals.filter(func (element): return element.signal_name == selected_item.get_text(0))[0]
if _signal_filter.has(selected_signal.signal_name):
var selected_index = _signal_filter.find(selected_signal.signal_name)
_signal_filter.remove_at(selected_index)
else:
_signal_filter.append(selected_signal.signal_name)
func _on_tab_bar_tab_changed(tab: int):
_handle_tab_update(tab)
func _on_stack_trace_button_pressed():
_is_stack_trace_enabled = not _is_stack_trace_enabled
func _on_open_signal_in_script(data: SignalGraphNodeItem.Metadata):
open_script.emit(data.node_name, data.method_signature)
# Methods
# |===================================|
# |===================================|
# |===================================|
func enable():
action_button.disabled = false
func disable():
action_button.disabled = true
func start():
if not is_started:
is_started = true
action_button.icon = stop_icon
start_signal_debugging.emit()
log_label.append_text("[color=#B0B0B0]Signal Debugging Started...[/color]")
log_label.newline()
log_label.newline()
func stop():
if is_started:
is_started = false
action_button.icon = start_icon
stop_signal_debugging.emit()
log_label.newline()
log_label.append_text("[color=#B0B0B0]Signal Debugging Stopped[/color]")
log_label.newline()
log_label.newline()
func create_tree_from_signals(signals: Array):
_signals = signals
var root = signal_tree.create_item()
root.set_text(0, "Signals")
var tree_items: Dictionary = {}
for signal_item in signals:
var node_tree_item: TreeItem
if tree_items.has(signal_item.node_name):
node_tree_item = tree_items[signal_item.node_name] as TreeItem
else:
node_tree_item = signal_tree.create_item(root)
node_tree_item.set_text(0, signal_item.node_name)
node_tree_item.set_selectable(0, false)
node_tree_item.set_selectable(1, false)
tree_items[signal_item.node_name] = node_tree_item
var signal_tree_item = signal_tree.create_item(node_tree_item)
signal_tree_item.set_text(0, signal_item.signal_name)
signal_tree_item.set_cell_mode(1, TreeItem.CELL_MODE_CHECK)
signal_tree_item.set_checked(1, true)
signal_tree_item.set_selectable(0, false)
signal_tree_item.set_selectable(1, true)
func create_signal_graph(signals: Array, edges: Array):
_graph = SignalGraphUtility.create_signal_graph(get_tree().edited_scene_root.scene_file_path, signals, edges)
SignalGraphUtility.generate_signal_graph_nodes(_graph, graph_node, _on_open_signal_in_script)
func log_signal_execution(time: String, node_name: String, signal_name: String):
if _signal_filter != null and _signal_filter.has(signal_name):
return
if not log_label.text.is_empty():
log_label.newline()
log_label.append_text(
"[color=#FFCC00]{time}[/color]\t\t{node_name}\t\t{signal_name}".format({ "time": time, "node_name": node_name, "signal_name": signal_name })
)
log_label.newline()
func _handle_tab_update(selected_tab_index: int):
match selected_tab_index:
1:
_debugger_tab_state = Tabs.GRAPH
_:
_debugger_tab_state = Tabs.LOG
match _debugger_tab_state:
Tabs.LOG:
log_label.show()
graph_node.hide()
Tabs.GRAPH:
log_label.hide()
graph_node.show()
func _update_action_button():
if is_started:
action_button.text = "Stop"
action_button.modulate = Color("#ff3b30")
else:
action_button.text = "Start"
action_button.modulate = Color.WHITE
@@ -1 +0,0 @@
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bxj8ep08wbnm6"
path="res://.godot/imported/GraphEdit.svg-90dae61e8e0b157ab8eff95fe4b91e53.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/SignalVisualizer/GraphEdit.svg"
dest_files=["res://.godot/imported/GraphEdit.svg-90dae61e8e0b157ab8eff95fe4b91e53.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
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mipmaps/generate=false
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roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
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process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://be3nwoioa311t"
path="res://.godot/imported/Play.svg-a446691ffcef211028bb160b5a2d6ff1.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/SignalVisualizer/Play.svg"
dest_files=["res://.godot/imported/Play.svg-a446691ffcef211028bb160b5a2d6ff1.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
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svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
-162
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@@ -1,162 +0,0 @@
@tool
extends EditorPlugin
class SignalDebuggerPlugin extends EditorDebuggerPlugin:
var SignalDebuggerPanelScene = preload("res://addons/SignalVisualizer/Debugger/SignalDebugger.tscn")
signal open_script
signal start_signal_debugging
signal stop_signal_debugging
var debugger_panel
func _has_capture(prefix) -> bool:
return prefix == "signal_debugger"
func _capture(message, data, session_id) -> bool:
if message == "signal_debugger:signal_executed":
if data.size() == 3:
var time = data[0]
var node_name = data[1]
var signal_name = data[2]
debugger_panel.log_signal_execution(time, node_name, signal_name)
return true
if message == "signal_debugger:generated_graph":
if data.size() == 1:
var signals = data[0][0] as Array
var edges = data[0][1] as Array
debugger_panel.create_tree_from_signals(signals)
debugger_panel.create_signal_graph(signals, edges)
return true
return false
func _setup_session(session_id):
debugger_panel = SignalDebuggerPanelScene.instantiate()
var session = get_session(session_id)
debugger_panel.name = "Signal Debugger"
debugger_panel.open_script.connect(func (arg1, arg2): open_script.emit(arg1, arg2))
debugger_panel.start_signal_debugging.connect(func (): start_signal_debugging.emit())
debugger_panel.stop_signal_debugging.connect(func (): stop_signal_debugging.emit())
session.started.connect(
func ():
debugger_panel.enable()
)
session.stopped.connect(
func ():
debugger_panel.stop()
debugger_panel.disable()
stop_signal_debugging.emit()
)
session.add_session_tab(debugger_panel)
var SignalVisualizerDockScene = preload("res://addons/SignalVisualizer/Visualizer/signal_visualizer_dock.tscn")
class ScriptMethodReference:
var script_reference: Script
var line_number: int
# Properties
# |===================================|
# |===================================|
# |===================================|
var dock: Control
var debugger: SignalDebuggerPlugin
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _enter_tree():
dock = SignalVisualizerDockScene.instantiate()
debugger = SignalDebuggerPlugin.new()
dock.open_script.connect(_on_open_signal_in_script)
add_control_to_bottom_panel(dock, "Signal Visualizer")
debugger.start_signal_debugging.connect(_on_debugger_start_signal_debugging)
debugger.stop_signal_debugging.connect(_on_debugger_stop_signal_debugging)
debugger.open_script.connect(_on_open_signal_in_script)
add_debugger_plugin(debugger)
if not ProjectSettings.has_setting("autoload/Signal_Debugger"):
add_autoload_singleton("Signal_Debugger", "res://addons/SignalVisualizer/Debugger/SignalDebugger.gd")
func _exit_tree():
remove_control_from_bottom_panel(dock)
dock.free()
remove_debugger_plugin(debugger)
remove_autoload_singleton("Signal_Debugger")
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_open_signal_in_script(node_name: String, method_signature: String):
var node: Node
if get_tree().edited_scene_root.name == node_name:
node = get_tree().edited_scene_root
else:
node = get_tree().edited_scene_root.find_child(node_name)
if node != null:
var script: Script = node.get_script()
if script != null:
var editor = get_editor_interface()
var method_reference = _find_method_reference_in_script(script, method_signature)
if method_reference != null:
editor.edit_script(method_reference.script_reference, method_reference.line_number, 0)
editor.set_main_screen_editor("Script")
else:
push_warning("Requested method in script ({script}) for node ({name}) is not available.".format({ "name": node_name, "script": script.name }))
else:
push_warning("Requested script for node ({name}) is not available.".format({ "name": node_name }))
else:
push_warning("Requested script for node ({name}) is not available.".format({ "name": node_name }))
func _on_debugger_start_signal_debugging():
for session in debugger.get_sessions():
session.send_message("signal_debugger:start", [])
func _on_debugger_stop_signal_debugging():
for session in debugger.get_sessions():
session.send_message("signal_debugger:stop", [])
# Methods
# |===================================|
# |===================================|
# |===================================|
func _find_method_reference_in_script(script: Script, method_signature: String) -> ScriptMethodReference:
var line_number = __find_method_line_number_in_script(script, method_signature)
if line_number == -1:
var base_script = script.get_base_script()
if base_script:
return _find_method_reference_in_script(base_script, method_signature)
var reference = ScriptMethodReference.new()
reference.script_reference = script
reference.line_number = line_number
return reference
func __find_method_line_number_in_script(script: Script, method_signature: String) -> int:
var line_number = 0
var found = false
for line in script.source_code.split("\n", true):
line_number += 1
if line.contains(method_signature):
found = true
return line_number
return -1
@@ -1 +0,0 @@
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@@ -1,31 +0,0 @@
@tool
extends Label
# Properties
# |===================================|
# |===================================|
# |===================================|
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|
func get_text_size() -> Vector2:
return get_theme_default_font().get_string_size(text)
@@ -1 +0,0 @@
uid://d3lyqancfvwup
@@ -1,94 +0,0 @@
@tool
class_name SignalGraphNode extends GraphNode
# Properties
# |===================================|
# |===================================|
# |===================================|
var connections: Array = [] :
get: return connections
set(new_value):
connections = new_value
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
selectable = true
resizable = true
draggable = true
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_resize_request(new_minsize):
size = new_minsize
# Methods
# |===================================|
# |===================================|
# |===================================|
func has_source_signal_description(signal_name: String, destination_node_name: String) -> bool:
for child in get_children():
if child.name == "source_" + signal_name + "_" + destination_node_name:
return true
return false
func get_source_slot(signal_name: String, destination_node_name: String) -> int:
var index = 0
for child in get_children():
if child.name == "source_" + signal_name + "_" + destination_node_name:
return index
index += 1
return -1
func get_next_source_slot(signal_name: String, destination_node_name: String) -> int:
var index = 0
for child in get_children():
if child.name.begins_with("source_"):
if child.name == "source_" + signal_name + "_" + destination_node_name:
return index
index += 1
return -1
func has_destination_signal_description(signal_name: String, method_signature: String) -> bool:
for child in get_children():
if child.name == "destination_" + signal_name + "_" + _sanitize_method_signature(method_signature):
return true
return false
func get_destination_slot(signal_name: String, method_signature: String) -> int:
var index = 0
for child in get_children():
if child.name == "destination_" + signal_name + "_" + _sanitize_method_signature(method_signature):
return index
index += 1
return -1
func get_next_destination_slot(signal_name: String, method_signature: String) -> int:
var index = 0
for child in get_children():
if child.name.begins_with("destination_"):
if child.name == "destination_" + signal_name + "_" + _sanitize_method_signature(method_signature):
return index
index += 1
return -1
func _sanitize_method_signature(signature: String) -> String:
return signature.replace("::", "__")
@@ -1 +0,0 @@
uid://bdwkkgkhgfrtk
@@ -1,12 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://cq10iaub18e54"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/signal_graph_node.gd" id="1_ovklj"]
[node name="SignalGraphNode" type="GraphNode"]
custom_minimum_size = Vector2(100, 50)
offset_right = 232.0
offset_bottom = 54.0
resizable = true
script = ExtResource("1_ovklj")
[connection signal="resize_request" from="." to="." method="_on_resize_request"]
@@ -1,57 +0,0 @@
@tool
class_name SignalGraphNodeItem extends Control
signal open_script(metadata: SignalGraphNodeItem.Metadata)
class Metadata:
var signal_name: String
var method_signature: String
var node_name: String
func _init(signal_name: String, method_signature: String, node_name: String):
self.signal_name = signal_name
self.method_signature = method_signature
self.node_name = node_name
# Properties
# |===================================|
# |===================================|
# |===================================|
@onready var label: Label = %DescriptionLabel
var signal_data: Metadata = null
var text: String = "" :
get: return text
set(new_value):
text = new_value
if label:
label.text = text
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
_update()
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_open_signal_in_script_button_pressed():
open_script.emit(signal_data)
# Methods
# |===================================|
# |===================================|
# |===================================|
func _update():
label.text = text
var text_size = label.get_text_size()
custom_minimum_size = Vector2((text_size.x * 2) + 50, text_size.y * 3)
@@ -1 +0,0 @@
uid://c0n3sifmbiih0
@@ -1,43 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://b2lwtwp6kpwtb"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.gd" id="1_jrd34"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/resizable_label.gd" id="2_4wwd5"]
[node name="SignalItem" type="Control"]
clip_contents = true
custom_minimum_size = Vector2(51, 23)
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
script = ExtResource("1_jrd34")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
custom_minimum_size = Vector2(100, 50)
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="DescriptionLabel" type="Label" parent="HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(100, 50)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
vertical_alignment = 1
clip_text = true
script = ExtResource("2_4wwd5")
[node name="OpenSignalInScriptButton" type="Button" parent="HBoxContainer"]
layout_mode = 2
text = "Open"
flat = true
[connection signal="pressed" from="HBoxContainer/OpenSignalInScriptButton" to="." method="_on_open_signal_in_script_button_pressed"]
@@ -1,67 +0,0 @@
@tool
extends Control
signal open_script(node_name: String, method_signature: String)
var SignalGraphNode = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node.tscn")
var GraphNodeItem = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.tscn")
# Properties
# |===================================|
# |===================================|
# |===================================|
const SOURCE_COLOR: Color = Color.SKY_BLUE
const DESTINATION_COLOR: Color = Color.CORAL
const CONNECTION_TYPE: int = 0
@onready var arrange_nodes_checkbox: CheckBox = %ArrangeNodesCheckBox
@onready var signal_details_checkbox: CheckBox = %SignalDetailsCheckBox
@onready var signal_tree: Tree = %SignalTree
@onready var graph: GraphEdit = %Graph
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_clear_graph_button_pressed():
clear()
func _on_generate_graph_button_pressed():
clear()
var scene_signal_graph = SignalGraphUtility.create_signal_graph_from_node(get_tree().edited_scene_root, true)
SignalGraphUtility.generate_signal_graph_nodes(scene_signal_graph, graph, _on_open_signal_in_script)
SignalGraphUtility.generate_signal_graph_tree(scene_signal_graph, signal_tree)
if arrange_nodes_checkbox.button_pressed:
graph.arrange_nodes()
func _on_open_signal_in_script(data: SignalGraphNodeItem.Metadata):
open_script.emit(data.node_name, data.method_signature)
# Methods
# |===================================|
# |===================================|
# |===================================|
func clear():
_clear_graph_nodes()
_clear_tree()
func _clear_graph_nodes():
graph.clear_connections()
for child in graph.get_children():
if child is SignalGraphNode:
child.queue_free()
func _clear_tree():
signal_tree.clear()
@@ -1 +0,0 @@
uid://bbd48wbihmuos
@@ -1,78 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://dppfamjc0ji40"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/signal_visualizer_dock.gd" id="1_akar5"]
[ext_resource type="Texture2D" uid="uid://bmnff63evbdhv" path="res://addons/SignalVisualizer/Clear.svg" id="2_m8bsv"]
[ext_resource type="Texture2D" uid="uid://bxj8ep08wbnm6" path="res://addons/SignalVisualizer/GraphEdit.svg" id="3_dtmqs"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_ae0jg"]
[node name="SignalVisualizerDock" type="Control"]
clip_contents = true
custom_minimum_size = Vector2(2.08165e-12, 200)
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_akar5")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
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[gd_scene format=3 uid="uid://bomvl5s3ftk53"]
[node name="WwisePickerControl" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="ParentVBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
size_flags_vertical = 3
[node name="TopVBoxContainer" type="VBoxContainer" parent="ParentVBoxContainer"]
layout_mode = 2
[node name="ButtonsHContainer" type="HBoxContainer" parent="ParentVBoxContainer/TopVBoxContainer"]
layout_mode = 2
[node name="RefreshProjectButton" type="Button" parent="ParentVBoxContainer/TopVBoxContainer/ButtonsHContainer"]
layout_mode = 2
text = "Refresh Project"
[node name="ExportSoundbanksButton" type="Button" parent="ParentVBoxContainer/TopVBoxContainer/ButtonsHContainer"]
layout_mode = 2
text = "Generate Soundbanks"
[node name="GenerateIdsButton" type="Button" parent="ParentVBoxContainer/TopVBoxContainer/ButtonsHContainer"]
layout_mode = 2
text = "Generate Wwise IDs"
[node name="ConnectionText" type="Label" parent="ParentVBoxContainer/TopVBoxContainer/ButtonsHContainer"]
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[node name="SearchText" type="LineEdit" parent="ParentVBoxContainer/TopVBoxContainer"]
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<?xml version="1.0" encoding="UTF-8"?>
<class name="Waapi" inherits="Node" version="4.1"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="client_call">
<return type="Dictionary" />
<param index="0" name="uri" type="String" />
<param index="1" name="args" type="String" />
<param index="2" name="options" type="String" />
<description>
Calls the Waapi client with a given [param uri], [param arguments] and [param
options]. Example of usage:
[gdscript]
var json: JSON = JSON.new()
var connectResult = Waapi.connect_client("127.0.0.1", 8080)
if connectResult:
var args = {"from": {"ofType": ["Project", "Bus", "Switch", "State", "Event",
"SoundBank"]}}
var options = {"return": ["name", "type", "workunit", "path", "shortId"]}
var dict = Waapi.client_call("ak.wwise.core.object.get", JSON.stringify(args),
JSON.stringify(options))
var json_document = json.parse(dict["result_string"])
if json_document == OK:
if json.data.has("return"):
print(json.data["return"])
if Waapi.is_client_connected():
Waapi.disconnect_client()
[/gdscript]
Returns a Dictionary with keys [code]call_result[/code], [code]result_string[/code].
</description>
</method>
<method name="client_call_with_timeout">
<return type="Dictionary" />
<param index="0" name="uri" type="String" />
<param index="1" name="args" type="String" />
<param index="2" name="options" type="String" />
<param index="3" name="timeout_ms" type="int" />
<description>
Calls the Waapi client with a given [param uri], [param args] and [param options], specifying a timeout in
milliseconds.[br][br]
Returns a Dictionary with keys [code]call_result[/code], [code]result_string[/code].
</description>
</method>
<method name="connect_client">
<return type="bool" />
<param index="0" name="uri" type="String" />
<param index="1" name="port" type="int" />
<description>
Connects the Waapi client at the given [param uri] and [param port]. The Wwise
authoring application
should be open and available at the given location and port in order for this call
to succeed. Example:
[gdscript]
var connect_result = Waapi.connect_client("127.0.0.1", 8080)
if connect_result:
# Do something...
[/gdscript]
Returns [code]true[/code] if the connection succeeded.
</description>
</method>
<method name="disconnect_client">
<return type="void" />
<description>
Disconnects the client.
</description>
</method>
<method name="get_last_string">
<return type="String" />
<description>
Gets the last string result from [method subscribe], [method unsubscribe] or [method client_call]. Useful for
debugging.[br][br]
Returns a [code]result[/code] String.
</description>
</method>
<method name="is_client_connected">
<return type="bool" />
<description>
Checks the connection status of the Waapi client.[br][br]
Returns [code]true[/code] if the client is connected, [code]false[/code] otherwise.
</description>
</method>
<method name="process_callbacks">
<return type="void" />
<description>
</description>
</method>
<method name="subscribe">
<return type="Dictionary" />
<param index="0" name="uri" type="String" />
<param index="1" name="options" type="String" />
<description>
Subscribes the Waapi client to changes to the Wwise project in the authoring
app. In order to get the data dictionary with keys [code]subscription_id[/code], [code]subscribe_result[/code]
and [code]result_string.[br]
The signal wamp_event should be connected in GDScripts, e.g.
[gdscript]
Waapi.connect("wamp_event", Callable(self, "_on_wamp_event"))
func _on_wamp_event(data):
print(data)
[/gdscript]
Return a dictionary with keys [code]subscription_id[/code], [code]subscribe_result[/code]
and [code]result_string.
</description>
</method>
<method name="subscribe_with_timeout">
<return type="Dictionary" />
<param index="0" name="uri" type="String" />
<param index="1" name="options" type="String" />
<param index="2" name="timeout_ms" type="int" />
<description>
Subscribes the Waapi client to changes to the Wwise project in the authoring
app and returns after some timeout in milliseconds has passed. Works similarly to
[method subscribe] but with a timeout.[br][br]
Return a dictionary with keys [code]subscription_id[/code],
[code]subscribe_result[/code]
and [code]result_string.
</description>
</method>
<method name="unsubscribe">
<return type="Dictionary" />
<param index="0" name="subscription_id" type="int" />
<description>
Unsubscribes the Waapi client to changes to the Wwise project in the authoring app,
given a subscription ID.[br][br]
Returns a Dictionary with keys [code]unsubscribe_result[/code],
[code]result_string[/code].
</description>
</method>
<method name="unsubscribe_with_timeout">
<return type="Dictionary" />
<param index="0" name="subscription_id" type="int" />
<param index="1" name="timeout_ms" type="int" />
<description>
Unsubscribes the Waapi client to changes to the Wwise project in the authoring app
with a timeout in milliseconds. Works similarly to [method unsubscribe] but with a
timeout.[br][br]
Returns a Dictionary with keys [code]unsubscribe_result[/code],
[code]result_string[/code].
</description>
</method>
</methods>
<signals>
<signal name="wamp_event">
<param index="0" name="data" type="Dictionary" />
<description>
</description>
</signal>
</signals>
</class>
+754
View File
@@ -0,0 +1,754 @@
<?xml version="1.0" encoding="UTF-8"?>
<class name="Wwise" inherits="Object" version="4.1"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
<link title="Wwise Integration for Godot Wiki">
https://github.com/alessandrofama/wwise-godot-integration/wiki</link>
</tutorials>
<methods>
<method name="add_output">
<return type="bool" />
<param index="0" name="share_set" type="String" />
<param index="1" name="output_id" type="int" />
<description>
Adds an output to with the given [param share_set] and [param output_id] to the
sound engine. Calls [code]AK::SoundEngine::AddOutput[/code].[br][br]
Returns [code]true[/code] if adding the output succeeded.
</description>
</method>
<method name="get_playing_segment_info">
<return type="Dictionary" />
<param index="0" name="playing_id" type="int" />
<param index="1" name="extrapolate" type="bool" />
<description>
Queries information on the active segment of a music object that is playing,
associated with the given [param playing_id], obtained from [method
post_event_callback] or
[method post_event_id_callback]. You need to pass the
[code]AK_EnableGetMusicPlayPosition[/code]
[code]AkCallbackType[/code] flag defined in the [AkUtils] class to use this method.
Calls
[code]AK::MusicEngine::GetPlayingSegmentInfo[/code].[br][br]
Returns a Dictionary with the segment info.
</description>
</method>
<method name="get_rtpc_value">
<return type="float" />
<param index="0" name="name" type="String" />
<param index="1" name="game_object" type="Object" />
<description>
Gets the RTPC value with the given [param name] of the [param game_object]. Pass
[code]null[/code] to
[param game_object] to get a global RTPC value. Calls
[code]AK::SoundEngine::Query::GetRTPCValue[/code].[br][br]
Returns the RTPC value if succeeded, 1.0f (INVALID_RTPC_VALUE) if failed.
</description>
</method>
<method name="get_rtpc_value_id">
<return type="float" />
<param index="0" name="id" type="int" />
<param index="1" name="game_object" type="Object" />
<description>
Gets the RTPC value with the given [param id] of the [param game_object]. Pass
[code]null[/code] to
[param game_object] to get a global RTPC value. Calls
[code]AK::SoundEngine::Query::GetRTPCValue[/code].[br][br]
Returns the RTPC value if succeeded, 1.0f (INVALID_RTPC_VALUE) if failed.
</description>
</method>
<method name="get_source_play_position">
<return type="int" />
<param index="0" name="playing_id" type="int" />
<param index="1" name="extrapolate" type="bool" />
<description>
Gets the current position of the source associated with the given [param
playing_id],
obtained from [method post_event_callback] or [method post_event_id_callback]. You
need to
pass
the [code]AK_EnableGetSourcePlayPosition[/code] [code]AkCallbackType[/code] flag
defined in the [AkUtils] class
to use this method. Calls
[code]AK::SoundEngine::GetSourcePlayPosition[/code].[br][br]
Returns the current position of the source if succeeded, 0 if failed.
</description>
</method>
<method name="init">
<return type="void" />
<description>
Initializes the Wwise Soundengine. This is called automatically by the Wwise Runtime
autoload singleton at each game start.
</description>
</method>
<method name="load_bank">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<description>
Loads a bank with the given [param bank_name]. Calls
[code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
</description>
</method>
<method name="load_bank_async">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
Loads a bank with the given [param bank_name]. The [param cookie] Object should be a
[CookieWrapper]
instance variable. Set the [param cookie] property of the wrapper to a [Callable] of
your
choice. Calls [code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
</description>
</method>
<method name="load_bank_async_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
Loads a bank with the given [param bank_id]. The [param cookie] Object should be a
[CookieWrapper]
instance variable. Set the [param cookie] property of the wrapper to a [Callable] of
your
choice. Calls [code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
</description>
</method>
<method name="load_bank_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<description>
Loads a bank with the given [param bank:id]. Calls
[code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
</description>
</method>
<method name="post_event">
<return type="int" />
<param index="0" name="event_name" type="String" />
<param index="1" name="game_object" type="Object" />
<description>
Posts an Event with the given [param event_name] on the given [param game_object] to
the sound
engine. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
</description>
</method>
<method name="post_event_callback">
<return type="int" />
<param index="0" name="event_name" type="String" />
<param index="1" name="flags" type="int" enum="AkUtils.AkCallbackType" />
<param index="2" name="game_object" type="Object" />
<param index="3" name="cookie" type="CookieWrapper" />
<description>
Posts an Event with the given [param event_name] on the given [param game_object] to
the sound
engine. Pass the [code]AkCallbackType[/code] flag defined in the [AkUtils] class to
[param flags]. The
[param cookie] Object should be a [CookieWrapper] instance variable. Set the [param
cookie] property of the wrapper to a [Callable] of your choice.
Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
</description>
</method>
<method name="post_event_id">
<return type="int" />
<param index="0" name="event_id" type="int" />
<param index="1" name="game_object" type="Object" />
<description>
Posts an Event with the given [param event_id] on the given [param game_object] to
the sound
engine. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
</description>
</method>
<method name="post_event_id_callback">
<return type="int" />
<param index="0" name="event_id" type="int" />
<param index="1" name="flags" type="int" enum="AkUtils.AkCallbackType" />
<param index="2" name="game_object" type="Object" />
<param index="3" name="cookie" type="CookieWrapper" />
<description>
Posts an Event with the given [param event_id] on the given [param game_object] to
the sound
engine. Pass the [code]AkCallbackType[/code] flag defined in the [AkUtils] class to
[param flags]. The
[param cookie] Object should be a [CookieWrapper] instance variable. Set the [param
cookie] property of the wrapper to a [Callable] of your choice.
Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
</description>
</method>
<method name="post_external_source">
<return type="int" />
<param index="0" name="event_name" type="String" />
<param index="1" name="game_object" type="Object" />
<param index="2" name="source_object_name" type="String" />
<param index="3" name="filename" type="String" />
<param index="4" name="id_codec" type="int" enum="AkUtils.AkCodecID" />
<description>
Posts an Event with the given [param event_name] with an External Source on the
[param game_object].
[param source_object_name] is the Wwise External Source SFX name added through the
Contents
Editor in the authoring application. [param file_path] refers to the relative file
path of
the external source specified in the Output Path of the External Sources settings in
the authoring application. Pass the [code]AkCodecID[/code] value defined in
[AkUtils] class to
[param id_codec]. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
</description>
</method>
<method name="post_external_source_id">
<return type="int" />
<param index="0" name="event_id" type="int" />
<param index="1" name="game_object" type="Object" />
<param index="2" name="source_object_id" type="int" />
<param index="3" name="filename" type="String" />
<param index="4" name="id_codec" type="int" enum="AkUtils.AkCodecID" />
<description>
Posts an Event with the given [param event_id] with an External Source on the [param
game_object].
[param source_object_id] is the Wwise External Source SFX ID added through the
Contents
Editor in the authoring application. [param file_path] refers to the relative file
path of
the external source specified in the Output Path of the External Sources settings in
the authoring application. Pass the [code]AkCodecID[/code] value defined in
[AkUtils] class to
[param id_codec]. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
</description>
</method>
<method name="post_trigger">
<return type="bool" />
<param index="0" name="name" type="String" />
<param index="1" name="game_object" type="Object" />
<description>
Posts a trigger with the given [param name] on the given [param game_object]. Calls
[code]AK::SoundEngine::PostTrigger[/code].[br][br]
Returns [code]true[/code] if posting the trigger succeeded.
</description>
</method>
<method name="post_trigger_id">
<return type="bool" />
<param index="0" name="id" type="int" />
<param index="1" name="game_object" type="Object" />
<description>
Posts a trigger with the given [param id] on the given [param game_object]. Calls
[code]AK::SoundEngine::PostTrigger[/code].[br][br]
Returns [code]true[/code] if posting the trigger succeeded.
</description>
</method>
<method name="register_game_obj">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="name" type="String" />
<description>
Registers a game object with the given [param game_object] and [param name].
Calls [code]AK::SoundEngine::RegisterGameObj[/code].[br][br]
Returns [code]true[/code] if registering the game object succeeded.
</description>
</method>
<method name="register_listener">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Registers a listener with the given [param game_object].
Returns [code]true[/code] if registering the listener succeeded.
</description>
</method>
<method name="register_spatial_listener">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Registers a spatial audio listener with the given [param game_object].Calls
[code]AK::SpatialAudio::RegisterListener[/code].[br][br]
Returns [code]true[/code] if registering the listener succeeded.[br][br]
Note: There can be only one Spatial Audio listener registered at any given time.
</description>
</method>
<method name="remove_game_object_from_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Removes the given [param game_object] from any room. Calls
[code]AK::SpatialAudio::SetGameObjectInRoom[/code].[br][br]
Returns [code]true[/code] if removing the game_object from a room succeeded.
</description>
</method>
<method name="remove_geometry">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Removes a geometry set. Pass the [param game_object] that was
used to register the geometry. Calls
[code]AK::SpatialAudio::RemoveGeometry[/code].[br][br]
Returns [code]true[/code] if removing the geometry set succeeded.
</description>
</method>
<method name="remove_output">
<return type="bool" />
<param index="0" name="output_id" type="int" />
<description>
Removes an output with the given [param output_id]. Calls
[code]AK::SoundEngine::RemoveOutput[/code].[br][br]
Returns [code]true[/code] if removing the output succeeded.
</description>
</method>
<method name="remove_portal">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Removes a portal created previously with [param set_portal]. Calls
[code]AK::SpatialAudio::RemovePortal[/code].[br][br]
Returns [code]true[/code] if removing the portal succeeded.
</description>
</method>
<method name="remove_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Removes a room with the given [param game_object]. Calls
[code]AK::SpatialAudio::RemoveRoom[/code].[br][br]
Returns [code]true[/code] if removing the room succeeded.
</description>
</method>
<method name="render_audio">
<return type="void" />
<description>
Processes all commands in the sound engine's command queue. This is called
automatically by the Wwise Runtime autoload singleton. Calls
[code]AK::SoundEngine::RenderAudio[/code].
</description>
</method>
<method name="set_2d_position">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="transform_2d" type="Transform2D" />
<param index="2" name="z_depth" type="float" />
<description>
Sets the 3D position of the given [param game_object] with the given [param
transform_2d]
and [param z_depth]. Use the [param z_depth] parameter to position the game object
on the z-axis. Calls [code]AK::SoundEngine::SetPosition[/code].[br][br]
Returns [code]true[/code] if setting the position succeeded.
</description>
</method>
<method name="set_3d_position">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="transform_3d" type="Transform3D" />
<description>
Sets the 3D position of the given [param game_object] with the given [param
transform_3d]. Calls [code]AK::SoundEngine::SetPosition[/code].[br][br]
Returns [code]true[/code] if setting the position succeeded.
</description>
</method>
<method name="set_base_path">
<return type="bool" />
<param index="0" name="base_path" type="String" />
<description>
Configures the root path for the generated soundbanks. This feature proves
beneficial when loading soundbanks from external sources beyond Godot's virtual
filesystem.
</description>
</method>
<method name="set_current_language">
<return type="void" />
<param index="0" name="language" type="String" />
<description>
Sets the current language. This is done automatically based on the
[code]startup_language[/code] setting in the Common User Wwise settings (Project
Settings).
</description>
</method>
<method name="set_early_reflections_aux_send">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="aux_id" type="int" />
<description>
Set the given early reflections auxiliary bus [param aux_id] for the particular
[param game_object]. Calls
[code]AK::SpatialAudio::SetEarlyReflectionsAuxSend[/code].[br][br]
Returns [code]true[/code] if setting the early reflections auxiliary bus succeeded.
</description>
</method>
<method name="set_early_reflections_volume">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="volume" type="float" />
<description>
Set the given early reflections send [param volume] for the particular [param
game_object].
Calls [code]AK::SpatialAudio::SetEarlyReflectionsVolume[/code].[br][br]
Returns [code]true[/code] if setting the early reflections send volume succeeded.
</description>
</method>
<method name="set_game_object_aux_send_values">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="ak_aux_send_values" type="Array" />
<param index="2" name="num_send_values" type="int" />
<description>
Sets the Auxiliary Busses to route the specified [param game_object]. Pass an Array
of
Dictionaries to [param ak_aux_send_values] representing environments. The
Dictionaries
should contain the keys [code]aux_bus_id[/code] (the Aux Bus ID) and
[code]control_value[/code] (float
representing the attenuation or amplification factor applied to the volume of the
sound going through the auxiliary bus). Pass the number of environments to
[param num_send_values], 0 to clear the game object's auxiliary send. Calls
[code]AK::SoundEngine::SetGameObjectAuxSendValues[/code].[br][br]
Returns [code]true[/code] if succeeded.
</description>
</method>
<method name="set_game_object_in_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="room" type="Object" />
<description>
Sets the room that the game object is currently located in. Pass a previously
registered game object to [param game_object] and the room to [param room]. Calls
[code]AK::SpatialAudio::SetGameObjectInRoom[/code].[br][br]
Returns [code]true[/code] if setting the game object in a room succeeded.
</description>
</method>
<method name="set_game_object_output_bus_volume">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="listener" type="Object" />
<param index="2" name="f_control_value" type="float" />
<description>
Sets the Output Bus Volume of the given [param game_object]. Calls
[code]AK::SoundEngine::SetGameObjectOutputBusVolume[/code].[br][br]
Returns [code]true[/code] if setting the Output Bus Volume succeeded.
</description>
</method>
<method name="set_game_object_radius">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="outer_radius" type="float" />
<param index="2" name="inner_radius" type="float" />
<description>
Sets the outer and inner radius for the specified [param game_object]. Calls
[code]AK::SpatialAudio::SetGameObjectRadius[/code].
</description>
</method>
<method name="set_game_object_to_portal_obstruction">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="portal" type="Object" />
<param index="2" name="obstruction_value" type="float" />
<description>
</description>
</method>
<method name="set_geometry">
<return type="bool" />
<param index="0" name="vertices" type="Array" />
<param index="1" name="triangles" type="Array" />
<param index="2" name="acoustic_texture" type="Resource" />
<param index="3" name="transission_loss_value" type="float" />
<param index="4" name="game_object" type="Object" />
<param index="5" name="enable_diffraction" type="bool" />
<param index="6" name="enable_diffraction_on_boundary_edges" type="bool" />
<description>
Adds a set of geometry from the SpatialAudio module for geometric reflection and
diffaction processing on the given [param game_object]. [param vertices] should be
an Array
containing Vertices (Vector3), pass an Array of triangles (int) to [param
triangles].
[param enable_diffraction] enables or disables geometric diffraction for this
geometry,
[param enable_diffraction_on_boundary_edges] enables or disables geometric
diffraction on
boundary edges for this geometry. [param acoustic_texture] is a AkAcousticTexture
resource (currently not supported). Pass
null here if you don't use acoustic textures. Calls
[code]AK::SpatialAudio::SetGeometry[/code].
</description>
</method>
<method name="set_listeners">
<return type="bool" />
<param index="0" name="emtter" type="Object" />
<param index="1" name="listener" type="Object" />
<description>
Associates the game object [param emitter] with a [param listener] object.[br][br]
Returns [code]true[/code] if succeeded.
</description>
</method>
<method name="set_multiple_positions_2d">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="positions" type="Transform2D[]" />
<param index="2" name="z_depths" type="float[]" />
<param index="3" name="num_positions" type="int" />
<param index="4" name="multi_position_type" type="int" enum="AkUtils.MultiPositionType" />
<description>
Sets the 2D position of the given [param game_object] with the given [param
positions] array.
Specify the number of position with [param num_positions] and the position type with
[enum AkUtils.MultiPositionType]. Calls
[code]AK::SoundEngine::SetMultiplePositions[/code].
</description>
</method>
<method name="set_multiple_positions_3d">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="positions" type="Transform3D[]" />
<param index="2" name="num_positions" type="int" />
<param index="3" name="multi_position_type" type="int" enum="AkUtils.MultiPositionType" />
<description>
Sets the 3D position of the given [param game_object] with the given [param
positions] array.
Specify the number of position with [param num_positions] and the position type with
[enum AkUtils.MultiPositionType]. Calls
[code]AK::SoundEngine::SetMultiplePositions[/code].
</description>
</method>
<method name="set_object_obstruction_and_occlusion">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="listener" type="Object" />
<param index="2" name="calculated_obs" type="float" />
<param index="3" name="calculated_occ" type="float" />
<description>
Sets the obstruction and occlusion levels of the given [param game_object]. It's up
to you
to calculate the [param calculated_obs] and [param calculated_occ] values. Calls
[code]AK::SoundEngine::SetObjectObstructionAndOcclusion[/code].[br][br]
Returns [code]true[/code] if succeeded.
</description>
</method>
<method name="set_portal">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="transform" type="Transform3D" />
<param index="2" name="extent" type="Vector3" />
<param index="3" name="front_room" type="Object" />
<param index="4" name="back_room" type="Object" />
<param index="5" name="enabled" type="bool" />
<description>
Adds an acoustic portal with the given [param game_object] at the [param transform]
position. [param extent]
defines the dimensions of the portal relative to its center. Pass room objects
created with [method set_room] to [param front_room] and [param back_room]. [param
enabled] defines wheter the portal
is active or enabled. [code]Calls AK::SpatialAudio::SetPortal[/code].[br][br]
Returns [code]true[/code] if setting the portal succeeded.
</description>
</method>
<method name="set_portal_obstruction_and_occlusion">
<return type="bool" />
<param index="0" name="portal" type="Object" />
<param index="1" name="obstruction_value" type="float" />
<param index="2" name="occlusion_value" type="float" />
<description>
</description>
</method>
<method name="set_portal_to_portal_obstruction">
<return type="bool" />
<param index="0" name="portal0" type="Object" />
<param index="1" name="portal1" type="Object" />
<param index="2" name="obstruction_value" type="float" />
<description>
</description>
</method>
<method name="set_random_seed">
<return type="void" />
<param index="0" name="seed" type="int" />
<description>
Sets the random seed value. Can be used to synchronize randomness across instances
of the Soundengine. Calls [code]AK::SoundEngine::SetRandomSeed[/code].
</description>
</method>
<method name="set_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="aux_bus_id" type="int" />
<param index="2" name="reverb_level" type="float" />
<param index="3" name="transmission_loss" type="float" />
<param index="4" name="front_vector" type="Vector3" />
<param index="5" name="up_vector" type="Vector3" />
<param index="6" name="keep_registered" type="bool" />
<param index="7" name="associated_geometry" type="Object" />
<description>
Adds a room with the given [param game_object]. Pass the reverb aux bus that is
associated
with the room to [param aux_bus_id].
Calls [code]AK::SpatialAudio::SetRoom[/code].[br][br]
Returns [code]true[/code] if setting the room succeeded.
</description>
</method>
<method name="set_rtpc_value">
<return type="bool" />
<param index="0" name="name" type="String" />
<param index="1" name="value" type="float" />
<param index="2" name="game_object" type="Object" />
<description>
Sets the RTPC [param name] with the given [param value] on the [param game_object].
Pass [code]null[/code] to [param game_object] to set a global RTPC value. Calls
[code]AK::SoundEngine::SetRTPCValue[/code].[br][br]
Returns [code]true[/code] if setting the RTPC succeeded.
</description>
</method>
<method name="set_rtpc_value_id">
<return type="bool" />
<param index="0" name="id" type="int" />
<param index="1" name="value" type="float" />
<param index="2" name="game_object" type="Object" />
<description>
Sets the RTPC [param id] with the given [param value] on the [param game_object].
Pass [code]null[/code] to [param game_object] to set a global RTPC value. Calls
[code]AK::SoundEngine::SetRTPCValue[/code].[br][br]
Returns [code]true[/code] if setting the RTPC succeeded.
</description>
</method>
<method name="set_state">
<return type="bool" />
<param index="0" name="state_group" type="String" />
<param index="1" name="state_value" type="String" />
<description>
Sets the given [param state_value] of the [param state_group]. Calls
[code]AK::SoundEngine::SetState[/code].[br][br]
Returns [code]true[/code] if setting the state succeeded.
</description>
</method>
<method name="set_state_id">
<return type="bool" />
<param index="0" name="state_group_id" type="int" />
<param index="1" name="state_value_id" type="int" />
<description>
Sets the given [param state_value_id] of the [param state_group_id]. Calls
[code]AK::SoundEngine::SetState[/code].[br][br]
Returns [code]true[/code] if setting the state succeeded.
</description>
</method>
<method name="set_switch">
<return type="bool" />
<param index="0" name="switch_group" type="String" />
<param index="1" name="switch_value" type="String" />
<param index="2" name="game_object" type="Object" />
<description>
Sets the given [param switch_value] of the [param switch_group] on the given [param
game_object]. Calls [code]AK::SoundEngine::SetSwitch[/code].[br][br]
Returns [code]true[/code] if setting the switch succeeded.
</description>
</method>
<method name="set_switch_id">
<return type="bool" />
<param index="0" name="switch_group_id" type="int" />
<param index="1" name="switch_value_id" type="int" />
<param index="2" name="game_object" type="Object" />
<description>
Sets the given [param switch_value_id] of the [param switch_group_id] on the given
[param
game_object]. Calls [code]AK::SoundEngine::SetSwitch[/code].[br][br]
Returns [code]true[/code] if setting the switch succeeded.
</description>
</method>
<method name="shutdown">
<return type="void" />
<description>
Shuts down the Wwise sound engine. This is called automatically by the Wwise Runtime
autoload singleton.
</description>
</method>
<method name="stop_event">
<return type="void" />
<param index="0" name="playing_id" type="int" />
<param index="1" name="fade_time" type="int" />
<param index="2" name="interpolation" type="int" enum="AkUtils.AkCurveInterpolation" />
<description>
Stops an Event with the given [param playing_id]. [param fade_time] describes the
fade time duration
in milliseconds. Pass the [enum AkUtils.AkCurveInterpolation] value to
[param interpolation]. Calls [code]AK::SoundEngine::ExecuteActionOnPlayingID[/code].
</description>
</method>
<method name="suspend">
<return type="bool" />
<param index="0" name="render_anyway" type="bool" />
<description>
Suspends the sound engine. Set [param render_anyway] to true if your game still runs
in
backround. Calls [code]AK::SoundEngine::Suspend[/code].[br][br]
Returns [code]true[/code] if suspending the sound engine succeeded.
</description>
</method>
<method name="unload_bank">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<description>
Unloads a bank with the given [param bank_name]. Calls
[code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
</description>
</method>
<method name="unload_bank_async">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
Unloads a bank with the given [param bank_name]. The [param cookie] Object should be
a
[CookieWrapper] instance variable. Set the [param cookie] property of the wrapper to
a [Callable] of
your choice. Calls [code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
</description>
</method>
<method name="unload_bank_async_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
Unloads a bank with the given [param bank_id]. The [param cookie] Object should be a
[CookieWrapper] instance variable. Set the [param cookie] property of the wrapper to
a [Callable] of
your choice. Calls [code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
</description>
</method>
<method name="unload_bank_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<description>
Unloads a bank with the given [param bank_id]. Calls
[code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
</description>
</method>
<method name="unregister_game_obj">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Unregisters a game object with the given [param game_object]. Calls
[code]AK::SoundEngine::UnregisterGameObj[/code].
</description>
</method>
<method name="wakeup_from_suspend">
<return type="bool" />
<description>
Wakes up the sound engine and starts processing audio again. Calls
[code]AK::SoundEngine::WakeupFromSuspend[/code].[br][br]
Returns [code]true[/code] if waking up the sound engine succeeded.
</description>
</method>
</methods>
</class>

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