// // Copyright 2017-2023 Valve Corporation. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // using UnityEngine; using UnityEditor; namespace SteamAudio { public class SteamAudioReverbGUI : IAudioEffectPluginGUI { public override string Name { get { return "Steam Audio Reverb"; } } public override string Vendor { get { return "Valve Corporation"; } } public override string Description { get { return "Listener-centric reverb using Steam Audio."; } } public override bool OnGUI(IAudioEffectPlugin plugin) { if (SteamAudioSettings.Singleton.audioEngine != AudioEngineType.Unity) { EditorGUILayout.HelpBox( "This Audio Mixer effect requires the audio engine to be set to Unity. Click" + "Steam Audio > Settings to change this.", MessageType.Warning); return false; } var binauralValue = 0.0f; plugin.GetFloatParameter("Binaural", out binauralValue); var binaural = (binauralValue == 1.0f); binaural = EditorGUILayout.Toggle("Apply HRTF", binaural); binauralValue = (binaural) ? 1.0f : 0.0f; plugin.SetFloatParameter("Binaural", binauralValue); return false; } } }