// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Config/Settings.h"
#include "Engine/Serialization/Serialization.h"
///
/// Audio settings container.
///
API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API AudioSettings : public SettingsBase
{
DECLARE_SCRIPTING_TYPE_MINIMAL(AudioSettings);
public:
///
/// If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.
///
API_FIELD(Attributes="EditorOrder(0), DefaultValue(false), EditorDisplay(\"General\")")
bool DisableAudio = false;
///
/// The doppler effect factor. Scale for source and listener velocities. Default is 1.
///
API_FIELD(Attributes="EditorOrder(100), DefaultValue(1.0f), EditorDisplay(\"General\")")
float DopplerFactor = 1.0f;
///
/// True if mute all audio playback when game has no use focus.
///
API_FIELD(Attributes="EditorOrder(200), DefaultValue(true), EditorDisplay(\"General\", \"Mute On Focus Loss\")")
bool MuteOnFocusLoss = true;
///
/// Enables or disables HRTF audio for in-engine processing of 3D audio (if supported by platform).
/// If enabled, the user should be using two-channel/headphones audio output and have all other surround virtualization disabled (Atmos, DTS:X, vendor specific, etc.)
///
API_FIELD(Attributes="EditorOrder(300), DefaultValue(true), EditorDisplay(\"Spatial Audio\")")
bool EnableHRTF = true;
public:
///
/// Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
///
static AudioSettings* Get();
// [SettingsBase]
void Apply() override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override
{
DESERIALIZE(DisableAudio);
DESERIALIZE(DopplerFactor);
DESERIALIZE(MuteOnFocusLoss);
DESERIALIZE(EnableHRTF);
}
};