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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <Atom.h>
公開メンバ関数 | |
| CRIWARECORE_API | FAtomSource (FAtomRuntime *InAtomRuntime) |
| virtual CRIWARECORE_API | ~FAtomSource ()=0 |
| virtual CRIWARECORE_API FString | Describe (bool bUseLongName) |
| CRIWARECORE_API void | GetChannelLocations (FVector &Left, FVector &Right) const |
| virtual CRIWARECORE_API float | GetEnvelopeValue () const |
| virtual void * | GetNativeHandle () const =0 |
| const FAtomPlaybackInstance * | GetPlaybackInstance () const |
| virtual CRIWARECORE_API float | GetPlaybackPercent () const |
| CRIWARECORE_API FAtomSpatializationParams | GetSpatializationParams () |
| const FAtomWaveInfo & | GetWaveInfo () const |
| virtual bool | Init (FAtomPlaybackInstance *InPlaybackInstance)=0 |
| virtual bool | IsFinished ()=0 |
| bool | IsGameOnly () const |
| virtual bool | IsInitialized () const |
| bool | IsPaused () const |
| bool | IsPausedByGame () const |
| bool | IsPausedManually () const |
| bool | IsPlaying () const |
| virtual bool | IsPreparedToInit () |
| virtual bool | IsStopping () |
| virtual bool | IsVoiceSource () const |
| void | NotifyPlaybackData () |
| virtual void | Play ()=0 |
| virtual bool | PrepareForInitialization (FAtomPlaybackInstance *InPlaybackInstance) |
| CRIWARECORE_API void | SetFilterFrequency () |
| void | SetPauseByGame (bool bInIsPauseByGame) |
| void | SetPauseManually (bool bInIsPauseManually) |
| void | SetVirtual () |
| virtual CRIWARECORE_API void | Stop () |
| virtual CRIWARECORE_API void | StopNow () |
| virtual void | Update ()=0 |
| CRIWARECORE_API void | UpdateStereoEmitterPositions () |
限定公開メンバ関数 | |
| CRIWARECORE_API float | GetDebugVolume (const float InVolume) |
| CRIWARECORE_API void | InitCommon () |
| virtual void | Pause ()=0 |
| CRIWARECORE_API void | UpdateCommon () |
| void | UpdatePause () |
限定公開変数類 | |
| FAtomRuntime * | AtomRuntime |
| uint8 | bIsInitialized: 1 |
| uint8 | bIsManuallyPaused: 1 |
| uint8 | bIsPaused: 1 |
| uint8 | bIsPausedByGame: 1 |
| FThreadSafeBool | bIsPlaying |
| uint8 | bIsPreviewSound: 1 |
| uint32 | bIsVirtual: 1 |
| friend | FAtomActiveSound |
| friend | FAtomRuntime |
| float | HPFFrequency |
| int32 | LastHeardUpdate |
| float | LastHPFFrequency |
| float | LastLPFFrequency |
| int32 | LastUpdate |
| FVector | LeftChannelSourceLocation |
| float | LPFFrequency |
| int32 | NumFramesPlayed |
| int32 | NumTotalFrames |
| float | Pitch |
| FAtomPlaybackInstance * | PlaybackInstance |
| float | PlaybackTime |
| FVector | RightChannelSourceLocation |
| int32 | StartFrame |
| int32 | TickCount |
| FAtomWaveInfo | WaveInfo |
This represent a Voice
Note: AtomExPlayer starts and stops mutiples voices, so it represnted also as a single playback voice in Unreal. but it can add playback voices.
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pure virtual |
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Returns a string describing the source (subclass can override, but it should call the base and append).
Atom::FAtomExPlayback, Atom::FAtomExternalExPlayback, Atom::FAtomPlayerで再実装されています。
| void FAtomSource::GetChannelLocations | ( | FVector & | Left, |
| FVector & | Right ) const |
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Returns the volume of the sound source after evaluating debug commands
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inlinevirtual |
Returns the source's envelope at the callback block rate. Only implemented in audio mixer.
Atom::FAtomExPlaybackで再実装されています。
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pure virtual |
Atom::FAtomExPlayback, Atom::FAtomPlayerで実装されています。
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inline |
Returns the playback instance of this sound source.
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Returns the source's playback percent.
Atom::FAtomExPlaybackで再実装されています。
| FAtomSpatializationParams FAtomSource::GetSpatializationParams | ( | ) |
Gets parameters necessary for computing 3d spatialization of sources.
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inline |
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pure virtual |
Initializes the Atom source.
Atom::FAtomExPlayback, Atom::FAtomPlayerで実装されています。
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Initializes common data for all sound source types.
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pure virtual |
Returns true if the sound source has finished playing.
Atom::FAtomExPlayback, Atom::FAtomPlayerで実装されています。
| bool FAtomSource::IsGameOnly | ( | ) | const |
Returns source is an in-game only. Will pause when in UI.
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inlinevirtual |
Returns whether or not the sound source has initialized.
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inline |
Returns true if the sound is paused.
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Returns true if the sound is paused by game pause.
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Returns true if the sound is paused manually.
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Returns whether or not the sound source is playing.
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Returns if the source is prepared to initialize.
Atom::FAtomExPlayback, Atom::FAtomPlayerで再実装されています。
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inlinevirtual |
Whether or not the source is stopping. Only implemented in audio mixer.
Atom::FAtomExPlayback, Atom::FAtomPlayerで再実装されています。
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inlinevirtual |
| void FAtomSource::NotifyPlaybackData | ( | ) |
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protectedpure virtual |
Pauses the sound source.
Atom::FAtomExPlayback, Atom::FAtomPlayerで実装されています。
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pure virtual |
Plays the sound source.
Atom::FAtomExPlayback, Atom::FAtomPlayerで実装されています。
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inlinevirtual |
Prepares the source for initialization.
Atom::FAtomExPlayback, Atom::FAtomExternalExPlayback, Atom::FAtomPlayerで再実装されています。
| void FAtomSource::SetFilterFrequency | ( | ) |
Returns true if reverb should be applied. Set the bReverbApplied variable. Updates and sets the LFEBleed variable. Updates the FilterFrequency value.
| void FAtomSource::SetPauseByGame | ( | bool | bInIsPauseByGame | ) |
Pause the source from game pause
| void FAtomSource::SetPauseManually | ( | bool | bInIsPauseManually | ) |
Pause the source manually
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Returns the contained sound buffer object. Initializes any source effects for this sound source. Sets if this voice is virtual.
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Stops the sound source.
Atom::FAtomExPlayback, Atom::FAtomPlayerで再実装されています。
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inlinevirtual |
Atom::FAtomExPlayback, Atom::FAtomPlayerで再実装されています。
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pure virtual |
Updates the sound source.
Atom::FAtomExPlayback, Atom::FAtomPlayerで実装されています。
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protected |
Updates common data for all sound source types.
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Updates this source's pause state
| void FAtomSource::UpdateStereoEmitterPositions | ( | ) |
Updates the stereo emitter positions of this voice.
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Owning Atom runtime.
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Whether or not the sound source is initialized.
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Whether or not we were paused manually.
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Whether or not we are actually paused.
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Cached sound mode value used to detect when to switch outputs. Whether we are paused by game state or not.
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Effect ID of this sound source in the audio device sound source array. Whether we are playing or not.
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Whether or not the sound is a preview sound.
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True if this isn't a real hardware voice.
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What frequency to set the HPF filter to. Note this could be caused by HPF distance attenuation.
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Last tick when this source was active and had a hearable volume
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The last HPF frequency set. Used to avoid making API calls when parameter doesn't changing.
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The last LPF frequency set. Used to avoid making API calls when parameter doesn't changing.
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Last tick when this source was active
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The location of the left-channel source for stereo spatialization.
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Cached sound buffer associated with currently bound wave instance. The amount of a sound to bleed to the LFE speaker What frequency to set the LPF filter to. Note this could be caused by occlusion, manual LPF application, or LPF distance attenuation.
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The number of frames (Samples / NumChannels) played by the sound source.
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The total number of frames of audio for the sound wave
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The pitch of the sound source.
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Contained playback instance.
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The virtual current playback time. Used to trigger notifications when finished.
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The location of the right-channel source for stereo spatialization.
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The frame we started on.
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Update tick count. Used to stop oldest stopping sound source.
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