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52 lines
2.3 KiB
C++
52 lines
2.3 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Builder/AudioControlBuilderComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContextConstants.inl>
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namespace AudioControlBuilder
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{
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void BuilderPluginComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<AudioControlBuilder::BuilderPluginComponent, AZ::Component>()
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->Version(1)
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->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector<AZ::Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }))
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;
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}
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}
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void BuilderPluginComponent::Activate()
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{
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// Register Audio Control builder
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AssetBuilderSDK::AssetBuilderDesc builderDescriptor;
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builderDescriptor.m_name = "Audio Control Builder";
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// pattern finds all Audio Control xml files in the libs/gameaudio folder and any of its subfolders.
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builderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("(.*libs\\/gameaudio\\/).*\\.xml", AssetBuilderSDK::AssetBuilderPattern::PatternType::Regex));
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builderDescriptor.m_busId = azrtti_typeid<AudioControlBuilderWorker>();
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builderDescriptor.m_version = 2;
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builderDescriptor.m_createJobFunction = AZStd::bind(&AudioControlBuilderWorker::CreateJobs, &m_audioControlBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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builderDescriptor.m_processJobFunction = AZStd::bind(&AudioControlBuilderWorker::ProcessJob, &m_audioControlBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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// (optimization) this builder does not emit source dependencies:
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builderDescriptor.m_flags |= AssetBuilderSDK::AssetBuilderDesc::BF_EmitsNoDependencies;
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m_audioControlBuilder.BusConnect(builderDescriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Events::RegisterBuilderInformation, builderDescriptor);
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}
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void BuilderPluginComponent::Deactivate()
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{
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m_audioControlBuilder.BusDisconnect();
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}
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} // namespace AudioControlBuilder
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