using System.Collections.Generic;
using Unity.Pipeline.Commands;
using UnityEditor;
using UnityEngine;
namespace Unity.Pipeline.Editor.Commands.ProjectSettings
{
///
/// Get/set the project Audio settings (CLI-202). The AudioManager has no scripting API, so this
/// reads/writes its serialized properties (global volume, rolloff scale, doppler factor) via
/// . Properties absent in a given Unity version are skipped.
///
public static class AudioSettingsCommands
{
const string Group = "audio";
const string AssetPath = "ProjectSettings/AudioManager.asset";
// Serialized property name -> response/plan label.
const string VolumeProp = "m_Volume";
const string RolloffProp = "Rolloff Scale";
const string DopplerProp = "Doppler Factor";
[CliCommand("get_audio_settings", "Read project Audio settings (volume, rolloff scale, doppler factor).", MainThreadRequired = true)]
public static ProjectSettingsResponse Get() => ProjectSettingsCommand.Get(Group, Read);
[CliCommand("set_audio_settings", "Change project Audio settings. Requires confirm=true; use dry_run to preview. Not undoable via Ctrl+Z.", MainThreadRequired = true)]
public static ProjectSettingsResponse Set(
[CliArg("settings", "Fields to change; omitted fields are left unchanged.")] AudioSettingsInput settings = null,
[CliArg("confirm", "Apply the change. Without it the call is refused.")] bool confirm = false,
[CliArg("dry_run", "Preview the change without applying it.")] bool dryRun = false)
{
if (settings == null)
return ProjectSettingsResponse.Fail(Group, "No 'settings' object provided.");
var so = ProjectSettingsAsset.Load(AssetPath);
var changes = new List();
AddFloatChange(so, VolumeProp, "volume", settings.Volume, changes);
AddFloatChange(so, RolloffProp, "rolloffScale", settings.RolloffScale, changes);
AddFloatChange(so, DopplerProp, "dopplerFactor", settings.DopplerFactor, changes);
if (changes.Count == 0)
return NoChanges();
var planText = "Set audio settings: " + string.Join("; ", changes);
void Apply()
{
var obj = ProjectSettingsAsset.Load(AssetPath);
SetFloat(obj, VolumeProp, settings.Volume);
SetFloat(obj, RolloffProp, settings.RolloffScale);
SetFloat(obj, DopplerProp, settings.DopplerFactor);
obj.ApplyModifiedProperties();
AssetDatabase.SaveAssets();
}
return ProjectSettingsCommand.Apply(Group, confirm, dryRun, settings, () => planText, Apply, Read);
}
static ProjectSettingsResponse NoChanges()
{
var response = ProjectSettingsCommand.Get(Group, Read);
response.Message = "No changes specified; nothing to apply.";
return response;
}
static Dictionary Read()
{
var so = ProjectSettingsAsset.Load(AssetPath);
var values = new Dictionary();
AddFloat(so, VolumeProp, "volume", values);
AddFloat(so, RolloffProp, "rolloffScale", values);
AddFloat(so, DopplerProp, "dopplerFactor", values);
return values;
}
static void AddFloat(SerializedObject so, string prop, string label, Dictionary values)
{
var p = so.FindProperty(prop);
if (p != null)
values[label] = p.floatValue;
}
static void AddFloatChange(SerializedObject so, string prop, string label, float? newValue, List changes)
{
if (!newValue.HasValue)
return;
var p = so.FindProperty(prop);
if (p == null)
return; // not present in this Unity version
if (!Mathf.Approximately(p.floatValue, newValue.Value))
changes.Add($"{label} {p.floatValue} -> {newValue.Value}");
}
static void SetFloat(SerializedObject so, string prop, float? value)
{
if (!value.HasValue)
return;
var p = so.FindProperty(prop);
if (p != null)
p.floatValue = value.Value;
}
}
/// Audio settings to change. Null/omitted fields are left unchanged.
public class AudioSettingsInput : IStructuredCommandInput
{
[CliArg("volume", "Global audio volume (0..1).")]
public float? Volume { get; set; }
[CliArg("rolloffScale", "Global rolloff scale.")]
public float? RolloffScale { get; set; }
[CliArg("dopplerFactor", "Global doppler factor.")]
public float? DopplerFactor { get; set; }
}
}