Add utility to get loaded assets
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@@ -682,30 +682,28 @@ void AudioBackendOAL::Base_OnActiveDeviceChanged()
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if (ALC::Inited)
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{
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// Reload all audio clips to recreate their buffers
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for (Asset* asset : Content::GetAssets())
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for (AudioClip* audioClip : Content::GetAssets<AudioClip>())
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{
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if (auto* audioClip = ScriptingObject::Cast<AudioClip>(asset))
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audioClip->WaitForLoaded();
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ScopeLock lock(audioClip->Locker);
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// Clear old buffer IDs
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for (uint32& bufferID : audioClip->Buffers)
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bufferID = 0;
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if (audioClip->IsStreamable())
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{
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ScopeLock lock(audioClip->Locker);
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// Let the streaming recreate missing buffers
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audioClip->RequestStreamingUpdate();
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}
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else
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{
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// Reload audio clip
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auto assetLock = audioClip->Storage->Lock();
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audioClip->LoadChunk(0);
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audioClip->Buffers[0] = AudioBackend::Buffer::Create();
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audioClip->WriteBuffer(0);
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// Clear old buffer IDs
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for (uint32& bufferID : audioClip->Buffers)
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bufferID = 0;
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if (audioClip->IsStreamable())
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{
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// Let the streaming recreate missing buffers
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audioClip->RequestStreamingUpdate();
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}
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else
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{
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// Reload audio clip
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auto assetLock = audioClip->Storage->Lock();
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audioClip->LoadChunk(0);
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audioClip->Buffers[0] = AudioBackend::Buffer::Create();
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audioClip->WriteBuffer(0);
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}
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}
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}
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@@ -684,6 +684,19 @@ Array<Asset*> Content::GetAssets()
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return assets;
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}
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Array<Asset*> Content::GetAssets(const MClass* type)
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{
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Array<Asset*> assets;
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AssetsLocker.Lock();
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for (auto& e : Assets)
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{
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if (e.Value->Is(type))
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assets.Add(e.Value);
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}
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AssetsLocker.Unlock();
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return assets;
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}
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const Dictionary<Guid, Asset*>& Content::GetAssetsRaw()
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{
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AssetsLocker.Lock();
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@@ -122,7 +122,26 @@ public:
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/// Gets the assets (loaded or during load).
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/// </summary>
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/// <returns>The collection of assets.</returns>
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static Array<Asset*, HeapAllocation> GetAssets();
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API_FUNCTION() static Array<Asset*, HeapAllocation> GetAssets();
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/// <summary>
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/// Gets the assets (loaded or during load).
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/// </summary>
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/// <param name="type">Type of the assets to search for. Includes any assets derived from the type.</param>
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/// <returns>Found actors list.</returns>
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API_FUNCTION() static Array<Asset*, HeapAllocation> GetAssets(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type);
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/// <summary>
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/// Gets the assets (loaded or during load).
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/// </summary>
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/// <typeparam name="T">Type of the object.</typeparam>
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/// <returns>Found actors list.</returns>
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template<typename T>
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static Array<T*, HeapAllocation> GetAssets()
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{
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Array<Asset*, HeapAllocation> assets = GetAssets(T::GetStaticClass());
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return *(Array<T*, HeapAllocation>*) & assets;
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}
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/// <summary>
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/// Gets the raw dictionary of assets (loaded or during load).
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