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IAtomActiveSoundUpdate クラス

#include <IAtomActiveSoundUpdate.h>

IAtomActiveSoundUpdate の継承関係図

公開メンバ関数

virtual void ApplyInteriorSettings (const FAtomActiveSound &ActiveSound, FAtomSoundParseParameters &ParseParams)
virtual void GatherInteriorData (const FAtomActiveSound &ActiveSound, FAtomSoundParseParameters &ParseParams)
virtual void NotifyActiveSoundCreated (FAtomActiveSound &ActiveSound)
virtual void NotifyActiveSoundDeleting (const FAtomActiveSound &ActiveSound)
virtual void NotifyActiveSoundOwner (FAtomActiveSound &ActiveSound, const UObject *Owner)
virtual void NotifyVirtualizedSoundCreated (FAtomActiveSound &ActiveSound)
virtual void NotifyVirtualizedSoundDeleting (const FAtomActiveSound &ActiveSound)
virtual void OnNotifyPendingDelete (const FAtomActiveSound &ActiveSound)

関数詳解

◆ ApplyInteriorSettings()

virtual void IAtomActiveSoundUpdate::ApplyInteriorSettings ( const FAtomActiveSound & ActiveSound,
FAtomSoundParseParameters & ParseParams )
inlinevirtual

Applies interior data previously collected to the active sound and parse parameters.

引数
ActiveSoundThe active sound affected.
ParseParamsThe parameters to apply to the playback instances.

UAtomGameplayVolumeSubsystemで再実装されています。

◆ GatherInteriorData()

virtual void IAtomActiveSoundUpdate::GatherInteriorData ( const FAtomActiveSound & ActiveSound,
FAtomSoundParseParameters & ParseParams )
inlinevirtual

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
ActiveSoundThe active sound affected.
ParseParamsThe parameters to apply to the playback instances.

UAtomGameplayVolumeSubsystemで再実装されています。

◆ NotifyActiveSoundCreated()

virtual void IAtomActiveSoundUpdate::NotifyActiveSoundCreated ( FAtomActiveSound & ActiveSound)
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

引数
ActiveSoundThe active sound being created

◆ NotifyActiveSoundDeleting()

virtual void IAtomActiveSoundUpdate::NotifyActiveSoundDeleting ( const FAtomActiveSound & ActiveSound)
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
ActiveSoundThe active sound being deleted

UAtomGameplayVolumeSubsystem, UAtomSoundHandleSubsystemで再実装されています。

◆ NotifyActiveSoundOwner()

virtual void IAtomActiveSoundUpdate::NotifyActiveSoundOwner ( FAtomActiveSound & ActiveSound,
const UObject * Owner )
inlinevirtual

Called while an active sound is being constructed. Will be followed by either NotifyActiveSoundCreated or NotifyVirtualizedSoundCreated.

NOTE! Called on the GameThread

引数
ActiveSoundThe active sound being associated
OwnerThe owner it is associated with, or nullptr

◆ NotifyVirtualizedSoundCreated()

virtual void IAtomActiveSoundUpdate::NotifyVirtualizedSoundCreated ( FAtomActiveSound & ActiveSound)
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

引数
ActiveSoundThe virtualized sound being created

◆ NotifyVirtualizedSoundDeleting()

virtual void IAtomActiveSoundUpdate::NotifyVirtualizedSoundDeleting ( const FAtomActiveSound & ActiveSound)
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
ActiveSoundThe active sound being removed

UAtomSoundHandleSubsystemで再実装されています。

◆ OnNotifyPendingDelete()

virtual void IAtomActiveSoundUpdate::OnNotifyPendingDelete ( const FAtomActiveSound & ActiveSound)
inlinevirtual

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