#include <IAtomActiveSoundUpdate.h>
◆ ApplyInteriorSettings()
Applies interior data previously collected to the active sound and parse parameters.
- 引数
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| ActiveSound | The active sound affected. |
| ParseParams | The parameters to apply to the playback instances. |
UAtomGameplayVolumeSubsystemで再実装されています。
◆ GatherInteriorData()
Gathers interior data that can affect the active sound. Non-const as this step can be used to track state about the sound on the implementing object.
- 引数
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| ActiveSound | The active sound affected. |
| ParseParams | The parameters to apply to the playback instances. |
UAtomGameplayVolumeSubsystemで再実装されています。
◆ NotifyActiveSoundCreated()
| virtual void IAtomActiveSoundUpdate::NotifyActiveSoundCreated |
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FAtomActiveSound & | ActiveSound | ) |
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inlinevirtual |
Called when an active sound has just been added to the audio engine, both for brand new sounds and for virtualized sounds that have just become active. In the latter case, a corresponding NotifyVirtualizedSoundDeleting will be received. You can correlate the two objects by matching their GetPlayOrder() value.
NOTE! Called on the AudioThread
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| ActiveSound | The active sound being created |
◆ NotifyActiveSoundDeleting()
| virtual void IAtomActiveSoundUpdate::NotifyActiveSoundDeleting |
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const FAtomActiveSound & | ActiveSound | ) |
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inlinevirtual |
Called when an active sound has just been removed from the audio engine, by being stopped or virtualized. In either case, the referenced ActiveSound object is about to be deleted; any pointers to it should be discarded.
NOTE! Called on the AudioThread
- 引数
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| ActiveSound | The active sound being deleted |
UAtomGameplayVolumeSubsystem, UAtomSoundHandleSubsystemで再実装されています。
◆ NotifyActiveSoundOwner()
| virtual void IAtomActiveSoundUpdate::NotifyActiveSoundOwner |
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FAtomActiveSound & | ActiveSound, |
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const UObject * | Owner ) |
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inlinevirtual |
Called while an active sound is being constructed. Will be followed by either NotifyActiveSoundCreated or NotifyVirtualizedSoundCreated.
NOTE! Called on the GameThread
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| ActiveSound | The active sound being associated |
| Owner | The owner it is associated with, or nullptr |
◆ NotifyVirtualizedSoundCreated()
| virtual void IAtomActiveSoundUpdate::NotifyVirtualizedSoundCreated |
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FAtomActiveSound & | ActiveSound | ) |
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inlinevirtual |
Called when a virtualized sound has just been added to the audio engine, both for brand new sounds and for active sounds that have just become virtualized. When virtualizing, the corresponding NotifyActiveSoundDeleting will arrive after any fade-out has finished. You can correlate the two objects by matching their GetPlayOrder() value.
NOTE! Called on the AudioThread
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| ActiveSound | The virtualized sound being created |
◆ NotifyVirtualizedSoundDeleting()
| virtual void IAtomActiveSoundUpdate::NotifyVirtualizedSoundDeleting |
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const FAtomActiveSound & | ActiveSound | ) |
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inlinevirtual |
Called when a virtualized sound has just been removed from the audio engine, by being stopped or re-triggered. In either case, the referenced ActiveSound object is about to be deleted; any pointers to it should be discarded.
NOTE! Called on the AudioThread
- 引数
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| ActiveSound | The active sound being removed |
UAtomSoundHandleSubsystemで再実装されています。
◆ OnNotifyPendingDelete()
| virtual void IAtomActiveSoundUpdate::OnNotifyPendingDelete |
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const FAtomActiveSound & | ActiveSound | ) |
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inlinevirtual |
このクラス詳解は次のファイルから抽出されました: