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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <IAtomSoundHandleSystem.h>
公開メンバ関数 | |
| virtual | ~IAtomSoundHandleSystem ()=default |
| virtual Atom::FSoundHandleID | CreateSoundHandle (UAtomSoundBase *Sound, IAtomSoundHandleOwner *Owner) |
| This should create a sound and we should map it to an identifier. Then return the identifier to the owner to keep track of | |
| virtual Atom::EResult | Play (Atom::FSoundHandleID ID) |
| Play the sound that is represented by the sound handle with the following ID | |
| virtual void | SetTransform (Atom::FSoundHandleID ID, const FTransform &Transform) |
| Set the transform on the sound that is represented by the sound handle with the following ID | |
| virtual void | Stop (Atom::FSoundHandleID ID) |
| Stop the sound that is represented by the sound handle with the following ID | |
静的公開メンバ関数 | |
| static FName | GetModularFeatureName () |
| static TArray< IAtomSoundHandleSystem * > | GetRegisteredInterfaces () |
This interface should be used with systems aiming to create Sound Handles: gameplay thread representations of sounds
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virtualdefault |
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inlinevirtual |
This should create a sound and we should map it to an identifier. Then return the identifier to the owner to keep track of
| Sound | |
| Owner |
UAtomSoundHandleSubsystemで再実装されています。
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inlinestatic |
Get the name of all Sound Handle implementations in the Modular Features registry.
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inlinestatic |
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inlinevirtual |
Play the sound that is represented by the sound handle with the following ID
| ID |
UAtomSoundHandleSubsystemで再実装されています。
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inlinevirtual |
Set the transform on the sound that is represented by the sound handle with the following ID
| ID | |
| Transform |
UAtomSoundHandleSubsystemで再実装されています。
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inlinevirtual |
Stop the sound that is represented by the sound handle with the following ID
| ID |
UAtomSoundHandleSubsystemで再実装されています。