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105
Assets/Oculus/Spatializer/editor/ONSPAudioSourceEditor.cs
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105
Assets/Oculus/Spatializer/editor/ONSPAudioSourceEditor.cs
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/************************************************************************************
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* Filename : ONSPAudioSourceEditor.cs
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* Content : This script adds editor functionality to OculusSpatializerUserParams script.
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***********************************************************************************/
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#define CUSTOM_LAYOUT
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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[CustomEditor(typeof(ONSPAudioSource))]
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public class OculusSpatializerUserParamsEditor : Editor
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{
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// target component
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private ONSPAudioSource m_Component;
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// OnEnable
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void OnEnable()
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{
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m_Component = (ONSPAudioSource)target;
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}
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// OnInspectorGUI
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public override void OnInspectorGUI()
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{
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GUI.color = Color.white;
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Undo.RecordObject(m_Component, "OculusSpatializerUserParams");
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{
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#if CUSTOM_LAYOUT
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m_Component.EnableSpatialization = EditorGUILayout.Toggle("Spatialization Enabled", m_Component.EnableSpatialization);
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m_Component.EnableRfl = EditorGUILayout.Toggle("Reflections Enabled", m_Component.EnableRfl);
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m_Component.Gain = EditorGUILayout.FloatField("Gain", m_Component.Gain);
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Separator();
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Label ("OCULUS ATTENUATION");
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m_Component.UseInvSqr = EditorGUILayout.Toggle("Enabled", m_Component.UseInvSqr);
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Label ("");
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Label("RANGE (0.0 - 1000000.0 meters)");
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m_Component.Near = EditorGUILayout.FloatField("Minimum", m_Component.Near);
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m_Component.Far = EditorGUILayout.FloatField("Maximum", m_Component.Far);
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Label("");
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Label("VOLUMETRIC RADIUS (0.0 - 1000.0 meters)");
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m_Component.VolumetricRadius = EditorGUILayout.FloatField("Radius", m_Component.VolumetricRadius);
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Separator();
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Label("REVERB SEND LEVEL (-60.0 - 20.0 decibels)");
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m_Component.ReverbSend = EditorGUILayout.FloatField(" ", m_Component.ReverbSend);
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Separator();
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#else
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DrawDefaultInspector ();
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#endif
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}
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if (GUI.changed)
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{
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EditorUtility.SetDirty(m_Component);
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}
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}
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// Utilities, move out of here (or copy over to other editor script)
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// Separator
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void Separator()
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{
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GUI.color = new Color(1, 1, 1, 0.25f);
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GUILayout.Box("", "HorizontalSlider", GUILayout.Height(16));
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GUI.color = Color.white;
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}
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// Label
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void Label(string label)
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{
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EditorGUILayout.LabelField (label);
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}
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}
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