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UPBGE: Cleanup UI. #772
UPBGE: Cleanup UI. #772
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I agree with the changes. But I'd like to point again that instead of removing the sound speaker, it's a good point to make them actually works. This is a redundant design decision (since we can archieve the same result by simple adding a logic to a normal object). And there are seveal different opinions about redundancy in design, but this is a good point:
"A Designed Redundancy can be a powerful mechanism to enhance the speed, discoverability, and learnability of your products. In some cases ... ... they can be a core component of how your product delivers an experience."
Font: https://uxdesign.cc/designed-redundancies-ux-patterns-to-unblock-frustration-and-save-lives-1f077aaa1c03
I'd like to point that a speaker is much more intuitive to the new user to be a "sound reproducer".It will increase the discoverabilty of these feature (sound) in the engine. And, of couse, even for the experienced user, having a GameObject that is alrady prepared to reproduce sounds, without any other configuration, will increase the development speed.
That's an issue on its own that deserves its own PR. Better remove the item from the UI until it has an actual purpose. |
I agree with this patch and I agree both with @UnidayStudio and @marechal-p remarks |
We can remove Area lights as well |
I can't remove AREA in the lamp type enum because the front end UI doesn't provide a way to filter enum properties. |
@lordloki : The function using these variables is: void BKE_sound_update_scene_listener(struct Scene *scene)
{
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
} Though it is using I didn't do a deep research, @lordloki : Do you have a example of these values used in game ? |
@panzergame : In #ifdef WITH_AUDASPACE
// Initialize 3D Audio Settings.
AUD_Device *device = BKE_sound_get_device();
AUD_Device_setSpeedOfSound(device, m_startScene->audio.speed_of_sound);
AUD_Device_setDopplerFactor(device, m_startScene->audio.doppler_factor);
AUD_Device_setDistanceModel(device, AUD_DistanceModel(m_startScene->audio.distance_model));
#endif // WITH_AUDASPACE |
@lordloki : These attributes are now exposed. |
@panzergame I have a issue with audio panel when revert to other render from UPBGE. Fix plus cosmetic refactor: https://gist.github.com/lordloki/a34ef600e1255f4b93d087eaaf7505e9 |
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Good work.
Some unused options/entities are removed from the UI in game engine mode: - scene keying set - speaker and force field in add menu The game engine is renamed UPBGE and the audio panel under scene tab is siplified to expose only the speed of sound, doppler factor and the distance model, these attributes are used by LA_Launcher to initialize the AUD_Device. Fix issue #756.
Some unused options/entities are removed from the UI in game engine mode:
Also the game engine is renamed UPBGE.
Fix issue #756.