92 Commits

Author SHA1 Message Date
c89e845a6b fix typo in README 2026-03-12 16:31:59 +00:00
449953b393 Removed unused namespaces from ConfigManager. 2026-02-07 16:45:20 +02:00
95ea7a2625 Removed dead code. File.WriteAllText and File.ReadAllText seem to work fine (no need for file streaming). 2026-02-07 15:14:26 +02:00
2f12ef4aff Formatting fix. C# functions start with a uppercase letter. 2026-02-07 15:13:03 +02:00
2ba8b4d1b5 Moved the ConfigManager script to the Scripts folder and ConfigManager prefab to the Prefabs folder. 2026-02-07 15:11:12 +02:00
30c0652453 Project Settings file. I don't know what change is this... 2026-02-03 23:00:57 +02:00
85beb73f51 Do not commit config.json. Unity creates it itself and we do not want configs from different devs to end up in the repo. 2026-02-03 22:59:02 +02:00
011d9dfdda Restore Defaults button to restore the default settings. 2026-02-03 22:56:01 +02:00
2e7dc403ad Restore Defaults button images. 2026-02-03 22:55:29 +02:00
4bda55baca Locomotion speed default value fix. 2026-02-03 22:55:03 +02:00
ba1f0c855d Settings are now loaded from and saved to the config.json file. Reworked the UI structure a bit (the script that manage the settings have to be active before the UI is opened to actually take effect at game startup). Fixed several UI bugs (slider deselection, UI labels blocking the sliders, etc). 2026-02-03 21:47:16 +02:00
415484c1f0 Removed unused namespaces that hindered building. 2026-02-03 21:44:40 +02:00
2347d27c62 For some reason Unity changed something in the font asset... Maybe it is the glow effect. 2026-02-03 21:43:50 +02:00
74c2ca6a98 Managers folder meta file. 2026-02-02 22:45:06 +02:00
f3d0f206af Config manager. Just creating, reading and writing the config file for now. 2026-02-02 22:44:17 +02:00
f9b2084876 Removed the nested .gitignore file that ignored the .meta files inside this directory. This should fix the missing script errors. 2026-02-02 21:30:45 +02:00
53c6b04d23 Main scene changes. The scene tree is now more readable. Removed the two previous networking prefabs and added the new one. The only thing scene-dependent on it is the player's spawn point. Maybe also the object pool, however it seems to create one itself. So, the object pool in the scene might also be deleted perhaps. 2026-02-02 20:36:34 +02:00
91e44c5dae Created a single prefab to incorporate all the networking stuff. This is the only networking prefab required in the scene. We will see if git breaks it. 2026-02-02 20:35:25 +02:00
216e2660df Hide FMOD setup wizard by default. 2026-02-02 19:54:17 +02:00
57222f0bb0 The arrow server can only be created after the bow server's ownership is done. Should be tested. 2026-02-02 19:36:00 +02:00
768ed39abe Animation player refactoring. Also, if the animation is already playing, do not log. Might be dangerous, but was a bit spam for now. 2026-02-02 19:35:01 +02:00
89b9b5bd7a Scan only the project assets, not the entire folder, to build the Asset Database. 2026-02-02 19:32:32 +02:00
901334b6bf Fix for the Lexus normal map. 2026-02-02 19:30:25 +02:00
1885b1fbe8 Added some debug logs. 2026-02-02 19:29:49 +02:00
f81bc2f7fd The last Interaction Layer name must be "Teleport" not "Player Only". 2026-02-02 19:28:40 +02:00
a4a6535779 Reworked the TutorialController so that it will show the info about trying to initialize once per some time interval. Not flood the entire log. 2026-02-02 19:26:28 +02:00
14c85c83a7 forgot to assign a variable 2026-01-21 19:35:54 +02:00
ca0a7dcc21 fixing merge issue 2026-01-21 19:33:40 +02:00
c620b9000d forgot to build the zip 2026-01-21 19:30:17 +02:00
4ee6dbb92d Final changes 2026-01-21 19:29:02 +02:00
36d6ff6d9b Merging into master 2026-01-21 19:21:36 +02:00
52701f3231 Erased debug element 2026-01-21 19:00:38 +02:00
Timur Nizamov
aeee055e18 voiceover vca and volume slider added to Unity and FMOD 2026-01-21 15:51:17 +02:00
Timur Nizamov
389707b5f7 added some sound in FMOD 2026-01-16 22:40:02 +02:00
Timur Nizamov
6def60df98 More voicelines added, PlayDialogue function updated 2026-01-16 17:37:42 +02:00
Timur Nizamov
641fe43472 Voiceline adding logic, fmod asset folder cleaning, fmod tweaks 2026-01-15 22:25:02 +02:00
31145f9735 Update README.md 2026-01-13 14:46:41 +00:00
91275418e4 fixed backwards doors issue 2026-01-11 18:08:49 +02:00
85edf6b43f fixed elevator buttons issue 2026-01-11 17:10:44 +02:00
Timur Nizamov
e6db72778b Colliders with Probuilder, FMOD Programmer Instrument API code start 2026-01-11 04:14:27 +02:00
Timur Nizamov
27fc11f8b2 A few reverb additions 2026-01-05 16:01:07 +02:00
a8bec4f5ff Update README.md 2026-01-03 14:50:22 +00:00
fe2f08f7a3 fixed a typo 2025-12-31 15:17:14 +02:00
Timur Nizamov
50b043bad5 fixing git 2025-12-27 18:12:45 +02:00
Timur Nizamov
a65562e701 Initial testinf of ReverbRooms and Snapshots, fire alarm logic is improved 2025-12-27 17:59:09 +02:00
1a9746bb3c Merge branch 'SamWorkset' of https://cgvrgit.ulno.net/cgvr/DeltaVR into SamWorkset 2025-12-27 13:57:09 +02:00
Timur Nizamov
23e453de77 fire alarm done, but the button will restart it after initial pressing 2025-12-26 19:57:14 +02:00
Timur Nizamov
6a90182014 Added 1 FMOD event 2025-12-23 18:17:29 +02:00
Timur Nizamov
34d102bcf4 Some FMOD events changed 2025-12-23 18:03:10 +02:00
174582e56e fixed wierd hand offset issue, needs testing. 2025-12-22 00:39:36 +02:00
Timur Nizamov
50dba2cd81 Some fixes made, object picking logic added 2025-12-21 00:01:28 +02:00
Timur Nizamov
27d5fdd68c klaviatuur parandatud 2025-12-17 20:04:12 +02:00
Timur Nizamov
c5c8fe1259 Deleted MetaXR, fire alarm is still in progress 2025-12-17 16:06:08 +02:00
c999bafa22 Improved doors. This introduced ghost hand issue and some doors being hinged backwards. Working on it. 2025-12-16 15:50:55 +02:00
98526fd582 improved door grabbing. Sometimes leaves ghost hands. 2025-12-15 21:16:03 +02:00
Timur Nizamov
252e7a2fa6 Steam Audio issue fixed, volume slider issue fixed 2025-12-14 20:32:59 +02:00
4bf99dd820 Improved doors. Needs additional work 2025-12-13 23:15:27 +02:00
Timur Nizamov
03cd7bcdda klaviatuuri probleemi enam pole 2025-12-10 21:30:55 +02:00
Timur Nizamov
df775a7a36 added a few changes to fmod + fire alarm and coughing added as events 2025-12-10 21:12:25 +02:00
Timur Nizamov
1f500f31d4 meta xr, auto fix, occlusion additions 2025-12-09 21:37:52 +02:00
Timur Nizamov
647d247c81 fixes, portal sound changed, faders 2025-12-08 00:06:28 +02:00
Timur Nizamov
f414e10d94 added initial logic for the volume sliders 2025-12-02 22:40:17 +02:00
0b4854373b Updated elevator, added audio master slider 2025-12-02 18:12:02 +02:00
dab5bfc677 Made the elevator button-functional. Needs some fine-tuning and audio work. 2025-11-30 22:05:25 +02:00
Timur Nizamov
bcf7e3121d car's sound was updated: fmod modulation, integration into Unity and fixing the overall sound through a different script 2025-11-29 18:53:11 +02:00
1727379952 added buttons to the inside of the elevator aswell. Started configuring firing mechanism 2025-11-29 14:14:38 +02:00
187c700f9c Added extra sliders for audio (not audio logic not yet implemented) and got elevator outer buttons firing. 2025-11-29 00:04:17 +02:00
Timur Nizamov
60b9f21a61 CarSoundSystem in FMOD 2025-11-27 22:12:01 +02:00
Timur Nizamov
b25bde77fc Steam Audio tryout 2025-11-21 22:37:24 +02:00
Timur Nizamov
ab737e016c car occlusion, space ambience done 2025-11-18 22:29:02 +02:00
47d37f2b7f Fixed the elevator for multiplayer 2025-11-17 22:13:37 +02:00
Timur Nizamov
ef3b4c363e some sound bug fixes 2025-11-16 16:01:23 +02:00
Timur Nizamov
e12c5f2f98 glass layer occlusion, previous event occlusion changes, locomotaion steps change, ui hovers (for some reason currently play when a new location is set) 2025-11-11 21:18:49 +02:00
Timur Nizamov
02f640218c occlusion for 5 sounds added, new sounds were added, however the issue with the layer of glass walls has to be resolved 2025-11-09 22:38:07 +02:00
Timur Nizamov
9f2cbe5a1e sound occlusion first results, next - layer assignment 2025-11-08 23:14:20 +02:00
50f758cc28 Finished up improving static object colliders. Added network improvements to interactions, still half-baked. 2025-11-08 21:52:54 +02:00
Timur Nizamov
dddb082288 a few sound changes, occlusion different approach, test cafeteria ambience 2025-11-06 23:36:43 +02:00
ee6e8d21ac improved collisions of models 2025-11-06 18:49:58 +02:00
a3975d85f7 added detailed collisions to hands, needs to be configured for Vivegit status! Also, added more complex collisions to furniture and simplified existing scene object collisions 2025-10-29 21:32:26 +02:00
Timur Nizamov
84a925b68f server sounds' changes and ui sounds, just fmod events/fmod banks changed in this commit 2025-10-28 22:34:55 +02:00
Timur Nizamov
f2475e6b06 working build confirmed before tipilan, a few changes to ui and bow, order of audiomanager and fmodevents changed 2025-10-22 21:10:56 +03:00
5623167eb9 Worked on hand colliders. Left them not implemented yet. Fixed spray table teleport block. 2025-10-21 15:56:44 +03:00
Timur Nizamov
48860cf906 kõik vanad helid lisatud, peaaegu kõik esimese iteratsiooni helid on lisatud, auto jaoks üks lisaloogika on tehtud 2025-10-20 00:02:08 +03:00
2e61259ebe Fixed player location calculation via camera trigger collider 2025-10-17 17:17:41 +03:00
Timur Nizamov
013ed4944c some old sounds are added 2025-10-17 01:54:45 +03:00
Timur Nizamov
16c4680d6c 2 working sounds, updated scripts, fmod events 2025-10-15 23:34:25 +03:00
Timur Nizamov
f542c4c57e FMODi paigaldamine projekti sisse, fmod project created, assets are imported into FMOD; AudioManager and FMODEvents scripts, VR is set up 2025-10-12 20:57:56 +03:00
Ranno Samuel Adson
ee0b46f451 messed up the lightmap 2024-12-27 16:49:57 +02:00
Ranno Samuel Adson
2bf7f50802 worked on ground moddelling. Doing a quicksave before doing a large model alteration. 2024-12-27 16:23:50 +02:00
Ranno Samuel Adson
e9404b9b51 worked on ground moddelling. Doing a quicksave before doing a large model alteration. 2024-12-27 16:23:25 +02:00
Ranno Samuel Adson
28819a12a6 worked on ground moddelling. Doing a quicksave before altering materials. 2024-12-27 15:24:51 +02:00
Ranno Samuel Adson
7f4c83d397 making changes to lighting. This is a backup just in case 2024-12-27 14:11:36 +02:00
2154 changed files with 157856 additions and 10180 deletions

32
.gitignore vendored
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@@ -76,4 +76,34 @@ Recordings/
# Paid assets
/[Aa]ssets/Magic Light Probes/*
/[Aa]ssets/[Bb]akery/*
/[Aa]ssets/[Bb]akery/*
#FMOD
# Never ignore DLLs in the FMOD subfolder.
!/[Aa]ssets/Plugins/FMOD/**/lib/*
# Don't ignore images and gizmos used by FMOD in the Unity Editor.
!/[Aa]ssets/Gizmos/FMOD/*
!/[Aa]ssets/Editor Default Resources/FMOD/*
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
/[Aa]ssets/StreamingAssets/**/*.bank.meta
# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
# Log files can be ignored.
fmod_editor.log
NetrworkManagerUI.prefab
NetrworkManagerUI.prefab.meta
CustomNetworkManager.prefab
CustomNetworkManager.prefab.meta
# Project-specific files
config.json

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@@ -1,61 +0,0 @@
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
*.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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@@ -24,7 +24,7 @@ public class NetworkMenuUI : MonoBehaviour
public Button reloadButton;
public Button joinMultiplayerButton;
public Transform serverListContainer;
public GameObject serverListItemPrefab;
public GameObject IPButton;
public TMP_Text statusText;
public Button quitButton;
@@ -55,6 +55,7 @@ public class NetworkMenuUI : MonoBehaviour
PlayerPrefs.Save();
Debug.Log($"UseVR set to {_useVR}");
});
//networkDiscovery.StartSearchingForServers();
startPlayingButton.onClick.AddListener(OnStartPlaying);
reloadButton.onClick.AddListener(OnReload);
@@ -80,6 +81,7 @@ public class NetworkMenuUI : MonoBehaviour
}
private void OnStartPlaying()
{
Debug.Log("START PRESSED");
statusText.text = "Starting host...";
StartCoroutine(HostAndSearchRoutine());
}
@@ -152,7 +154,7 @@ public class NetworkMenuUI : MonoBehaviour
uiCamera.enabled = false;
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
//placeholderAudioListener.enabled = false;
//coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
@@ -161,7 +163,7 @@ public class NetworkMenuUI : MonoBehaviour
}
Debug.Log("Server is foregin");
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
GameObject item = Instantiate(IPButton, serverListContainer);

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23
Assets/FishNet.Config.XML Normal file
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@@ -0,0 +1,23 @@
<?xml version="1.0" encoding="utf-8"?>
<ConfigurationData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Loaded>true</Loaded>
<PrefabGenerator>
<Enabled>true</Enabled>
<LogToConsole>true</LogToConsole>
<FullRebuild>false</FullRebuild>
<SaveChanges>true</SaveChanges>
<DefaultPrefabObjectsPath>Assets\DefaultPrefabObjects.asset</DefaultPrefabObjectsPath>
<SearchScope>1</SearchScope>
<ExcludedFolders />
<IncludedFolders>
<string>Assets\_PROJECT</string>
</IncludedFolders>
</PrefabGenerator>
<CodeStripping>
<IsBuilding>false</IsBuilding>
<IsDevelopment>false</IsDevelopment>
<IsHeadless>false</IsHeadless>
<StripReleaseBuilds>false</StripReleaseBuilds>
<StrippingType>0</StrippingType>
</CodeStripping>
</ConfigurationData>

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@@ -319,9 +319,12 @@ namespace FishNet.Editing.PrefabCollectionGenerator
{
foreach (string path in GetPrefabFiles("Assets", excludedPaths, true))
{
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
if (nob != null)
foundNobs.Add(nob);
else
UnityEngine.Debug.LogWarning("Last loading error with: " + path);
}
}
//Specific folders.

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@@ -0,0 +1,23 @@
using UnityEngine;
public class HandPresencePhysics : MonoBehaviour
{
public Transform target;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
//
void FixedUpdate()
{
//position
rb.velocity = (target.position - transform.position) / Time.fixedDeltaTime;
//rotation
Quaternion rotationDifference = target.rotation * Quaternion.Inverse(transform.rotation);
rotationDifference.ToAngleAxis(out float angleInDegree, out Vector3 rotationAxis);
Vector3 rotationDifferenceInDegree = angleInDegree * rotationAxis; rb.angularVelocity = (rotationDifferenceInDegree * Mathf.Deg2Rad / Time.fixedDeltaTime);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class HandPresence : MonoBehaviour
{
public InputDeviceCharacteristics controllerCharacteristics;
private InputDevice targetDevice;
public Animator handAnimator;
void Start()
{
TryInitialize();
}
void TryInitialize()
{
List<InputDevice> devices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
if (devices.Count > 0)
{
targetDevice = devices[0];
}
}
void UpdateHandAnimation()
{
if(targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue))
{
handAnimator.SetFloat("Trigger", triggerValue);
}
else
{
handAnimator.SetFloat("Trigger", 0);
}
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handAnimator.SetFloat("Grip", gripValue);
}
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{
handAnimator.SetFloat("Grip", 0);
}
}
// Update is called once per frame
void Update()
{
if(!targetDevice.isValid)
{
TryInitialize();
}
else
{
UpdateHandAnimation();
}
}
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{
"name": "FMODUnity",
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Welcome to FMOD for Unity
This package allows you to easily play back audio events created in FMOD Studio
within your Unity project.
The best place to start is with our online documentation:
https://fmod.com/docs/2.03/unity
If you prefer a more step-by-step guide, try our integration tutorial that
builds on the familiar Karting Microgame:
https://fmod.com/unity-integrate
For support, join the conversation on our Unity forums:
https://qa.fmod.com/c/unity

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{
"name": "FMODUnityResonanceEditor",
"references": [
"FMODUnityResonance"
],
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"Editor"
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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using UnityEditor;
using System.Collections;
using static FMODUnityResonance.FmodResonanceAudioRoom;
namespace FMODUnityResonance
{
/// A custom editor for properties on the FmodResonanceAudioRoom script. This appears in the
/// Inspector window of a FmodResonanceAudioRoom object.
[CustomEditor(typeof(FmodResonanceAudioRoom))]
[CanEditMultipleObjects]
public class FmodResonanceAudioRoomEditor : Editor
{
private SerializedProperty leftWall = null;
private SerializedProperty rightWall = null;
private SerializedProperty floor = null;
private SerializedProperty ceiling = null;
private SerializedProperty backWall = null;
private SerializedProperty frontWall = null;
private SerializedProperty reflectivity = null;
private SerializedProperty reverbGainDb = null;
private SerializedProperty reverbBrightness = null;
private SerializedProperty reverbTime = null;
private SerializedProperty size = null;
private GUIContent surfaceMaterialsLabel;
private GUIContent surfaceMaterialLabel;
private GUIContent reflectivityLabel;
private GUIContent reverbGainLabel;
private GUIContent reverbPropertiesLabel;
private GUIContent reverbBrightnessLabel;
private GUIContent reverbTimeLabel;
private GUIContent sizeLabel;
private static readonly string[] SurfaceMaterialDisplay = new string[] {
L10n.Tr("Transparent"),
L10n.Tr("Acoustic Ceiling Tiles"),
L10n.Tr("Brick Bare"),
L10n.Tr("Brick Painted"),
L10n.Tr("Concrete Block Coarse"),
L10n.Tr("Concrete Block Painted"),
L10n.Tr("Curtain Heavy"),
L10n.Tr("Fiberglass Insulation"),
L10n.Tr("Glass Thin"),
L10n.Tr("Glass Thick"),
L10n.Tr("Grass"),
L10n.Tr("Linoleum On Concrete"),
L10n.Tr("Marble"),
L10n.Tr("Metal"),
L10n.Tr("Parquet On Concrete"),
L10n.Tr("Plaster Rough"),
L10n.Tr("Plaster Smooth"),
L10n.Tr("Plywood Panel"),
L10n.Tr("Polished Concrete Or Tile"),
L10n.Tr("Sheetrock"),
L10n.Tr("Water Or Ice Surface"),
L10n.Tr("Wood Ceiling"),
L10n.Tr("Wood Panel"),
};
private static readonly int[] SurfaceMaterialValues = new int[] {
(int)SurfaceMaterial.Transparent,
(int)SurfaceMaterial.AcousticCeilingTiles,
(int)SurfaceMaterial.BrickBare,
(int)SurfaceMaterial.BrickPainted,
(int)SurfaceMaterial.ConcreteBlockCoarse,
(int)SurfaceMaterial.ConcreteBlockPainted,
(int)SurfaceMaterial.CurtainHeavy,
(int)SurfaceMaterial.FiberglassInsulation,
(int)SurfaceMaterial.GlassThin,
(int)SurfaceMaterial.GlassThick,
(int)SurfaceMaterial.Grass,
(int)SurfaceMaterial.LinoleumOnConcrete,
(int)SurfaceMaterial.Marble,
(int)SurfaceMaterial.Metal,
(int)SurfaceMaterial.ParquetOnConcrete,
(int)SurfaceMaterial.PlasterRough,
(int)SurfaceMaterial.PlasterSmooth,
(int)SurfaceMaterial.PlywoodPanel,
(int)SurfaceMaterial.PolishedConcreteOrTile,
(int)SurfaceMaterial.Sheetrock,
(int)SurfaceMaterial.WaterOrIceSurface,
(int)SurfaceMaterial.WoodCeiling,
(int)SurfaceMaterial.WoodPanel,
};
private void OnEnable()
{
surfaceMaterialsLabel = new GUIContent(L10n.Tr("Surface Materials"),
L10n.Tr("Room surface materials to calculate the acoustic properties of the room."));
surfaceMaterialLabel = new GUIContent(L10n.Tr("Surface Material"),
L10n.Tr("Surface material used to calculate the acoustic properties of the room."));
reflectivityLabel = new GUIContent(L10n.Tr("Reflectivity"),
L10n.Tr("Adjusts what proportion of the direct sound is reflected back by each surface, after an appropriate delay. Reverberation is unaffected by this setting."));
reverbGainLabel = new GUIContent(L10n.Tr("Gain (dB)"),
L10n.Tr("Applies a gain adjustment to the reverberation in the room. The default value will leave reverb unaffected."));
reverbPropertiesLabel = new GUIContent(L10n.Tr("Reverb Properties"),
L10n.Tr("Parameters to adjust the reverb properties of the room."));
reverbBrightnessLabel = new GUIContent(L10n.Tr("Brightness"),
L10n.Tr("Adjusts the balance between high and low frequencies in the reverb."));
reverbTimeLabel = new GUIContent(L10n.Tr("Time"),
L10n.Tr("Adjusts the overall duration of the reverb by a positive scaling factor."));
sizeLabel = new GUIContent(L10n.Tr("Size"), L10n.Tr("Sets the room dimensions."));
leftWall = serializedObject.FindProperty("LeftWall");
rightWall = serializedObject.FindProperty("RightWall");
floor = serializedObject.FindProperty("Floor");
ceiling = serializedObject.FindProperty("Ceiling");
backWall = serializedObject.FindProperty("BackWall");
frontWall = serializedObject.FindProperty("FrontWall");
reflectivity = serializedObject.FindProperty("Reflectivity");
reverbGainDb = serializedObject.FindProperty("ReverbGainDb");
reverbBrightness = serializedObject.FindProperty("ReverbBrightness");
reverbTime = serializedObject.FindProperty("ReverbTime");
size = serializedObject.FindProperty("Size");
}
/// @cond
public override void OnInspectorGUI()
{
serializedObject.Update();
// Add clickable script field, as would have been provided by DrawDefaultInspector()
MonoScript script = MonoScript.FromMonoBehaviour(target as MonoBehaviour);
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", script, typeof(MonoScript), false);
EditorGUI.EndDisabledGroup();
EditorGUILayout.LabelField(surfaceMaterialsLabel);
++EditorGUI.indentLevel;
DrawSurfaceMaterial(leftWall, L10n.Tr("Left Wall"));
DrawSurfaceMaterial(rightWall, L10n.Tr("Right Wall"));
DrawSurfaceMaterial(floor, L10n.Tr("Floor"));
DrawSurfaceMaterial(ceiling, L10n.Tr("Ceiling"));
DrawSurfaceMaterial(backWall, L10n.Tr("Back Wall"));
DrawSurfaceMaterial(frontWall, L10n.Tr("Front Wall"));
--EditorGUI.indentLevel;
EditorGUILayout.Separator();
EditorGUILayout.Slider(reflectivity, 0.0f, FmodResonanceAudio.MaxReflectivity, reflectivityLabel);
EditorGUILayout.Separator();
EditorGUILayout.LabelField(reverbPropertiesLabel);
++EditorGUI.indentLevel;
EditorGUILayout.Slider(reverbGainDb, FmodResonanceAudio.MinGainDb, FmodResonanceAudio.MaxGainDb,
reverbGainLabel);
EditorGUILayout.Slider(reverbBrightness, FmodResonanceAudio.MinReverbBrightness,
FmodResonanceAudio.MaxReverbBrightness, reverbBrightnessLabel);
EditorGUILayout.Slider(reverbTime, 0.0f, FmodResonanceAudio.MaxReverbTime, reverbTimeLabel);
--EditorGUI.indentLevel;
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(size, sizeLabel);
serializedObject.ApplyModifiedProperties();
}
/// @endcond
private void DrawSurfaceMaterial(SerializedProperty surfaceMaterial, string displayName)
{
EditorGUILayout.BeginHorizontal();
GUIContent labelContent = new GUIContent(displayName, surfaceMaterialLabel.tooltip);
EditorGUILayout.LabelField(labelContent, GUILayout.Width(150));
surfaceMaterial.intValue = EditorGUILayout.IntPopup(
surfaceMaterial.intValue, SurfaceMaterialDisplay, SurfaceMaterialValues);
EditorGUILayout.EndHorizontal();
}
}
}

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#if UNITY_2020_2_OR_NEWER
[assembly: UnityEditor.Localization]
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msgid ""
msgstr ""
"Project-Id-Version: FMOD for Unity\n"
"POT-Creation-Date: 2024-12-20 15:03+1100\n"
"PO-Revision-Date: \n"
"Last-Translator: \n"
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#: FmodResonanceAudioRoomEditor.cs:51
msgid "Transparent"
msgstr "透明"
#: FmodResonanceAudioRoomEditor.cs:52
msgid "Acoustic Ceiling Tiles"
msgstr "吸音天花板瓦"
#: FmodResonanceAudioRoomEditor.cs:53
msgid "Brick Bare"
msgstr "裸砖"
#: FmodResonanceAudioRoomEditor.cs:54
msgid "Brick Painted"
msgstr "涂漆砖"
#: FmodResonanceAudioRoomEditor.cs:55
msgid "Concrete Block Coarse"
msgstr "粗糙混凝土块"
#: FmodResonanceAudioRoomEditor.cs:56
msgid "Concrete Block Painted"
msgstr "涂漆混凝土块"
#: FmodResonanceAudioRoomEditor.cs:57
msgid "Curtain Heavy"
msgstr "厚重窗帘"
#: FmodResonanceAudioRoomEditor.cs:58
msgid "Fiberglass Insulation"
msgstr "玻璃纤维绝缘"
#: FmodResonanceAudioRoomEditor.cs:59
msgid "Glass Thin"
msgstr "薄玻璃"
#: FmodResonanceAudioRoomEditor.cs:60
msgid "Glass Thick"