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UAtomComponent クラス

#include <AtomComponent.h>

UAtomComponent の継承関係図

クラス

struct  FAtomComponentPendingQuartzCommandData
struct  FAtomSoundPlaybackTimeData
struct  FPendingSourceBusSendInfo
struct  PlayInternalRequestData

公開メンバ関数

CRIWARECORE_API UAtomComponent (const FObjectInitializer &ObjectInitializer)
virtual CRIWARECORE_API void Activate (bool bReset=false) override
virtual CRIWARECORE_API const UObject * AdditionalStatObject () const override
CRIWARECORE_API void AdjustAttenuation (const FAtomAttenuationSettings &InAttenuationSettings)
CRIWARECORE_API void AdjustVolume (float AdjustVolumeDuration, float AdjustVolumeLevel, const EAtomFaderCurve FadeCurve=EAtomFaderCurve::Linear)
virtual CRIWARECORE_API void BeginDestroy () override
virtual CRIWARECORE_API FBoxSphereBounds CalcBounds (const FTransform &LocalToWorld) const override
CRIWARECORE_API void ClearAllCueSelectorLabels ()
CRIWARECORE_API void ClearAmplitudeEnvelope ()
CRIWARECORE_API void CollectAttenuationShapesForVisualization (TMultiMap< EAtomAttenuationShape, FAtomAttenuationSettings::AttenuationShapeDetails > &ShapeDetailsMap) const
virtual CRIWARECORE_API void Deactivate () override
virtual CRIWARECORE_API void EndPlay (const EEndPlayReason::Type EndPlayReason) override
virtual CRIWARECORE_API void FadeIn (float FadeInDuration, float FadeVolumeLevel=1.0f, float StartTime=0.0f, const EAtomFaderCurve FadeCurve=EAtomFaderCurve::Linear)
virtual CRIWARECORE_API void FadeOut (float FadeOutDuration, float FadeVolumeLevel, const EAtomFaderCurve FadeCurve=EAtomFaderCurve::Linear)
uint64 GetAtomComponentID () const
FName GetAtomComponentUserID () const
CRIWARECORE_API FAtomRuntimeGetAtomRuntime () const override
CRIWARECORE_API const FAtomBeatSyncInfoGetCueBeatSyncInfo () const
CRIWARECORE_API int32 GetCueBlockIndex () const
virtual CRIWARECORE_API FString GetDetailedInfoInternal () const override
bool GetDisableParameterUpdatesWhilePlaying () const override
virtual CRIWARECORE_API FName GetFNameForStatID () const override
uint64 GetInstanceOwnerID () const override
TArray< FAtomAisacParameter > & GetInstanceParameters () override
uint32 GetLastPlayOrder () const
CRIWARECORE_API EAtomComponentPlayState GetPlayState () const
UAtomSoundBaseGetSound () override
virtual CRIWARECORE_API bool IsPlaying () const override
virtual CRIWARECORE_API bool IsReadyForOwnerToAutoDestroy () const override
CRIWARECORE_API bool IsVirtualized () const
CRIWARECORE_API void OnCueBeatSync (const FAtomBeatSyncInfo &BeatSyncInfo)
CRIWARECORE_API void OnCueSequencerEvent (const FAtomSequencerEventInfo &EventInfo)
virtual CRIWARECORE_API void OnRegister () override
virtual CRIWARECORE_API void OnUnregister () override
virtual CRIWARECORE_API void OnUpdateTransform (EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport=ETeleportType::None) override
virtual CRIWARECORE_API void Play (float StartTime=0.0f)
virtual CRIWARECORE_API void PlayQuantized (const UObject *WorldContextObject, UPARAM(ref) UAtomQuartzClockHandle *&InClockHandle, UPARAM(ref) FQuartzQuantizationBoundary &InQuantizationBoundary, const FOnQuartzCommandEventBP &InDelegate, float InStartTime=0.f, float InFadeInDuration=0.f, float InFadeVolumeLevel=1.f, EAtomFaderCurve InFadeCurve=EAtomFaderCurve::Linear)
virtual CRIWARECORE_API void PlayQueuedQuantizedInternal (const UObject *WorldContextObject, FAtomComponentCommandInfo InCommandInfo)
virtual CRIWARECORE_API void PostLoad () override
CRIWARECORE_API void RemoveCueSelectorLabel (FName SelectorName)
virtual CRIWARECORE_API void ResetParameters () override
virtual CRIWARECORE_API void Serialize (FArchive &Ar) override
CRIWARECORE_API void SetAisacControlValue (const FAtomAisacControl &AisacControl, float Value)
virtual void SetAisacParameter (const FAtomAisacControl &InControl, float InFloat) override
CRIWARECORE_API void SetAmplitudeEnvelope (FAtomEnvelope Envelope)
CRIWARECORE_API void SetAtomBusSend (UAtomBus *Bus, float SendLevel)
CRIWARECORE_API void SetAtomBusSendPreEffect (UAtomBus *AtomBus, float AtomBusSendLevel)
CRIWARECORE_API void SetAttenuationOverrides (const FAtomAttenuationSettings &InAttenuationOverrides)
CRIWARECORE_API void SetAttenuationSettings (UAtomAttenuation *InAttenuationSettings)
CRIWARECORE_API void SetAudioBusSendPreEffect (UAtomAudioBus *AudioBus, float AudioBusSendLevel)
CRIWARECORE_API void SetCueBeatSyncInfo (const FAtomBeatSyncInfo &BeatSyncInfo)
CRIWARECORE_API void SetCueBeatSyncOffset (int32 TimeOffset)
CRIWARECORE_API void SetCueBlockIndex (int32 BlockIndex)
CRIWARECORE_API void SetCueNextBlockIndex (int32 BlockIndex)
CRIWARECORE_API void SetCueSelectorLabel (FName SelectorName, FName SelectorLabel)
CRIWARECORE_API void SetFadeInComplete ()
CRIWARECORE_API void SetHighPassFilterEnabled (bool InHighPassFilterEnabled)
CRIWARECORE_API void SetHighPassFilterFrequency (float InHighPassFilterFrequency)
CRIWARECORE_API void SetIsVirtualized (bool bInIsVirtualized)
CRIWARECORE_API void SetLowPassFilterEnabled (bool InLowPassFilterEnabled)
CRIWARECORE_API void SetLowPassFilterFrequency (float InLowPassFilterFrequency)
CRIWARECORE_API void SetModulationRouting (const TSet< UAtomModulatorBase * > &Modulators, const EAtomModulationDestination Destination, const EAtomModulationRouting RoutingMethod=EAtomModulationRouting::Inherit)
CRIWARECORE_API void SetMultiplePositions (TArray< FTransform > Positions, EAtomMultiPositionType MultiPositionType)
void SetOverrideAttenuation (bool bInOverrideAttenuation)
CRIWARECORE_API void SetPaused (bool bPause=true)
CRIWARECORE_API void SetPitchMultiplier (float NewPitchMultiplier)
CRIWARECORE_API void SetPitchShifterFormant (float Semitones)
CRIWARECORE_API void SetPitchShifterPitch (float Semitones)
CRIWARECORE_API void SetPlaybackTimes (const TMap< uint32, float > &InSoundPlaybackTimes)
CRIWARECORE_API void SetRackSend (UAtomRackBase *Rack)
CRIWARECORE_API void SetSound (UAtomSoundBase *NewSound)
CRIWARECORE_API void SetSourceBusSendPreEffect (UAtomSoundSourceBus *SoundSourceBus, float SourceBusSendLevel)
CRIWARECORE_API void SetSourceVoiceEffectType (EAtomSourceVoiceEffectType VoiceEffecType)
CRIWARECORE_API void SetTimeStretchRatio (float Ratio)
CRIWARECORE_API void SetUISound (bool bInUISound)
CRIWARECORE_API void SetVolumeMultiplier (float NewVolumeMultiplier)
CRIWARECORE_API void Stop ()
CRIWARECORE_API void StopDelayed (float DelayTime)
CRIWARECORE_API UPARAM (DisplayName="Modulators") TSet< UAtomModulatorBase * > GetModulators(const EAtomModulationDestination Destination)
基底クラス IAtomSoundAisacParameterController に属する継承公開メンバ関数
CRIWARECORE_API void SetParameter (FAtomAisacParameter &&InValue) override
CRIWARECORE_API void SetParameters (TArray< FAtomAisacParameter > &&InValues) override
CRIWARECORE_API void SetParameters_Blueprint (const TArray< FAtomAisacParameter > &InValues) override
CRIWARECORE_API void SetTriggerParameter (const FAtomAisacControl &InControl) override

静的公開メンバ関数

static CRIWARECORE_API UAtomComponentGetAtomComponentFromID (uint64 AtomComponentID)
static CRIWARECORE_API void PlaybackCompleted (uint64 AtomComponentID, bool bFailedToStart)

公開変数類

int32 ActiveCount
FAtomEnvelope AmplitudeEnvelope
FName AtomComponentUserID
uint32 AtomRuntimeID
struct FAtomAttenuationSettings AttenuationOverrides
TObjectPtr< UAtomAttenuationAttenuationSettings
EAttachmentRule AutoAttachLocationRule
TWeakObjectPtr< USceneComponent > AutoAttachParent
EAttachmentRule AutoAttachRotationRule
EAttachmentRule AutoAttachScaleRule
FName AutoAttachSocketName
uint8 bAllowSpatialization: 1
uint8 bAlwaysPlay: 1
uint8 bAutoDestroy: 1
uint8 bAutoManageAttachment: 1
uint8 bCanPlayMultipleInstances: 1
uint8 bDisableParameterUpdatesWhilePlaying: 1
uint8 bEnableAmplitudeEnvelope: 1
uint8 bEnableHighPassFilter: 1
uint8 bEnableLowPassFilter: 1
uint8 bIgnoreForFlushing: 1
uint8 bIsFadingOut: 1
uint8 bIsPaused: 1
uint8 bIsPreviewSound: 1
uint8 bIsUISound: 1
uint8 bIsVirtualized: 1
uint8 bOverrideAttenuation: 1
uint8 bOverridePriority: 1
uint8 bPreviewComponent: 1
uint8 bShouldRemainActiveIfDropped: 1
uint8 bStopWhenOwnerDestroyed: 1
TSet< TObjectPtr< UAtomConcurrency > > ConcurrencySet
FAtomBeatSyncInfo CueBeatSyncInfo
int32 CueBlockIndex
int32 CueFirstBlockIndex
TArray< FAtomSelectorParamCueSelectors
TArray< FAtomAisacParameterDefaultParameters
int32 EnvelopeFollowerAttackTime
int32 EnvelopeFollowerReleaseTime
float FadeInTimeDuration
float HighPassFilterFrequency
TArray< FAtomAisacParameterInstanceParameters
float LowPassFilterFrequency
FAtomSoundModulationRoutingSettings ModulationRouting
float OcclusionCheckInterval
FOnAtomSoundCueBeatSync OnAtomSoundCueBeatSync
FOnAtomSoundCueBeatSyncNative OnAtomSoundCueBeatSyncNative
FOnAtomSoundCueBlockIndexChanged OnAtomSoundCueBlockIndexChanged
FOnAtomSoundCueBlockIndexChangedNative OnAtomSoundCueBlockIndexChangedNative
FOnAtomSoundCueSequencerEvent OnAtomSoundCueSequencerEvent
FOnAtomSoundCueSequencerEventNative OnAtomSoundCueSequencerEventNative
FOnAtomSoundFinished OnAtomSoundFinished
FOnAtomSoundFinishedNative OnAtomSoundFinishedNative
FOnAtomSoundMultiEnvelopeValue OnAtomSoundMultiEnvelopeValue
FOnAtomSoundMultiEnvelopeValueNative OnAtomSoundMultiEnvelopeValueNative
FOnAtomSoundPlaybackPercent OnAtomSoundPlaybackPercent
FOnAtomSoundPlaybackPercentNative OnAtomSoundPlaybackPercentNative
FOnAtomSoundPlayStateChanged OnAtomSoundPlayStateChanged
FOnAtomSoundPlayStateChangedNative OnAtomSoundPlayStateChangedNative
FOnAtomSoundSingleEnvelopeValue OnAtomSoundSingleEnvelopeValue
FOnAtomSoundSingleEnvelopeValueNative OnAtomSoundSingleEnvelopeValueNative
FOnAtomSoundVirtualizationChanged OnAtomSoundVirtualizationChanged
FOnAtomSoundVirtualizationChangedNative OnAtomSoundVirtualizationChangedNative
float PitchModulationMax
float PitchModulationMin
float PitchMultiplier
FAtomSourceEffectPitchShifterSettings PitchShifter
float Priority
TObjectPtr< UAtomSoundBaseSound
TObjectPtr< UAtomSoundClassSoundClassOverride
EAtomSourceVoiceEffectType SourceVoiceEffectType
float TimeAtomComponentPlayed
FAtomSourceEffectTimeStretchSettings TimeStretch
float VolumeModulationMax
float VolumeModulationMin
float VolumeMultiplier

限定公開メンバ関数

CRIWARECORE_API void AdjustVolumeInternal (float AdjustVolumeDuration, float AdjustVolumeLevel, bool bIsFadeOut, EAtomFaderCurve FadeCurve)
CRIWARECORE_API bool BP_GetAttenuationSettingsToApply (FAtomAttenuationSettings &OutAttenuationSettings)
CRIWARECORE_API const TObjectPtr< UAtomAttenuationGetAttenuationSettingsAsset () const
CRIWARECORE_API const FAtomAttenuationSettingsGetAttenuationSettingsToApply () const
CRIWARECORE_API bool GetOverrideAttenuation () const
CRIWARECORE_API void PlayInternal (const PlayInternalRequestData &InPlayRequestData, UAtomSoundBase *InSoundOverride=nullptr)
virtual CRIWARECORE_API void ProcessCommand (const Audio::FQuartzQueueCommandData &InQueueCommandData) override

限定公開変数類

FRandomStream RandomStream

非公開メンバ関数

CRIWARECORE_API void BroadcastPlayState ()
CRIWARECORE_API void CancelAutoAttachment (bool bDetachFromParent, const UWorld *MyWorld)
CRIWARECORE_API float GetAudioTimeSeconds () const
CRIWARECORE_API bool IsInAudibleRange (float *OutMaxDistance) const
CRIWARECORE_API void PlaybackCompleted (bool bFailedToStart)
CRIWARECORE_API void SetSourceBusSendEffectInternal (UAtomSoundSourceBus *InSourceBus, UAtomAudioBus *InAudioBus, float SendLevel, EAtomBusSendStage InBusSendStage)

非公開変数類

uint64 AtomComponentID
uint8 bDidAutoAttach: 1
uint32 LastSoundPlayOrder = 0
TArray< FAtomSoundToBusSendPendingAtomBusSends
TArray< FAtomSoundToRackSendPendingAtomRackSends
TArray< FAtomComponentPendingQuartzCommandDataPendingQuartzCommandData
TArray< FPendingSourceBusSendInfoPendingSourceBusSends
float RetriggerTimeSinceLastUpdate
float RetriggerUpdateInterval
FVector SavedAutoAttachRelativeLocation
FRotator SavedAutoAttachRelativeRotation
FVector SavedAutoAttachRelativeScale3D
TMap< uint32, FAtomSoundPlaybackTimeDataSoundPlaybackTimes

静的非公開変数類

static CRIWARECORE_API uint64 AtomComponentIDCounter = 0
static CRIWARECORE_API TMap< uint64, UAtomComponent * > AtomIDToComponentMap
static CRIWARECORE_API FTransactionallySafeCriticalSection AtomIDToComponentMapLock

詳解

AtomComponent is used to play a Sound

参照
https://docs.unrealengine.com/WorkingWithAudio/Overview
UAtomSoundBase

構築子と解体子

◆ UAtomComponent()

UAtomComponent::UAtomComponent ( const FObjectInitializer & ObjectInitializer)

関数詳解

◆ Activate()

void UAtomComponent::Activate ( bool bReset = false)
overridevirtual

◆ AdditionalStatObject()

const UObject * UAtomComponent::AdditionalStatObject ( ) const
overridevirtual

◆ AdjustAttenuation()

void UAtomComponent::AdjustAttenuation ( const FAtomAttenuationSettings & InAttenuationSettings)

This function is used to modify the Attenuation Settings on the targeted Atom Component instance. It is worth noting that Attenuation Settings are only passed to new Active Sounds on start, so modified Attenuation data should be set before sound playback.

◆ AdjustVolume()

void UAtomComponent::AdjustVolume ( float AdjustVolumeDuration,
float AdjustVolumeLevel,
const EAtomFaderCurve FadeCurve = EAtomFaderCurve::Linear )

This function allows designers to trigger an adjustment to the sound instance's playback Volume with options for smoothly applying a curve over time.

引数
AdjustVolumeDurationThe length of time in which to interpolate between the initial volume and the new volume.
AdjustVolumeLevelThe new volume to set the AtomComponent to.
FadeCurveThe curve used when interpolating between the old and new volume.

◆ AdjustVolumeInternal()

void UAtomComponent::AdjustVolumeInternal ( float AdjustVolumeDuration,
float AdjustVolumeLevel,
bool bIsFadeOut,
EAtomFaderCurve FadeCurve )
protected

◆ BeginDestroy()

void UAtomComponent::BeginDestroy ( )
overridevirtual

◆ BP_GetAttenuationSettingsToApply()

bool UAtomComponent::BP_GetAttenuationSettingsToApply ( FAtomAttenuationSettings & OutAttenuationSettings)
protected

Retrieves Attenuation Settings data on the targeted Atom Component. Returns false if no settings were found. Because the Attenuation Settings data structure is copied, false returns will return default values.

◆ BroadcastPlayState()

void UAtomComponent::BroadcastPlayState ( )
private

◆ CalcBounds()

FBoxSphereBounds UAtomComponent::CalcBounds ( const FTransform & LocalToWorld) const
overridevirtual

◆ CancelAutoAttachment()

void UAtomComponent::CancelAutoAttachment ( bool bDetachFromParent,
const UWorld * MyWorld )
private

◆ ClearAllCueSelectorLabels()

void UAtomComponent::ClearAllCueSelectorLabels ( )

◆ ClearAmplitudeEnvelope()

void UAtomComponent::ClearAmplitudeEnvelope ( )

Removes a previously set amplitude envelope to this Atom compoment. This reset to amplitude envelope parameters set in cue data if present. It is worth noting that Envelope parameters are only passed to new Active Sounds on start, so Envelope data should be removed before sound playback.

◆ CollectAttenuationShapesForVisualization()

void UAtomComponent::CollectAttenuationShapesForVisualization ( TMultiMap< EAtomAttenuationShape, FAtomAttenuationSettings::AttenuationShapeDetails > & ShapeDetailsMap) const

Collects the various attenuation shapes that may be applied to the sound played by the Atom component for visualization in the editor or via the in game debug visualization.

◆ Deactivate()

void UAtomComponent::Deactivate ( )
overridevirtual

◆ EndPlay()

void UAtomComponent::EndPlay ( const EEndPlayReason::Type EndPlayReason)
overridevirtual

◆ FadeIn()

void UAtomComponent::FadeIn ( float FadeInDuration,
float FadeVolumeLevel = 1.0f,
float StartTime = 0.0f,
const EAtomFaderCurve FadeCurve = EAtomFaderCurve::Linear )
virtual

This function allows designers to call Play on an AtomComponent instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade, the curve shape, and the start time if seeking into the sound.

引数
FadeInDurationHow long it should take to reach the FadeVolumeLevel
FadeVolumeLevelThe percentage of the AtomComponents's calculated volume to fade to
FadeCurveThe curve to use when interpolating between the old and new volume

◆ FadeOut()

void UAtomComponent::FadeOut ( float FadeOutDuration,
float FadeVolumeLevel,
const EAtomFaderCurve FadeCurve = EAtomFaderCurve::Linear )
virtual

This function allows designers to call a delayed Stop on an Atom Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.

引数
FadeOutDurationhow long it should take to reach the FadeVolumeLevel
FadeVolumeLevelthe percentage of the AtomComponents's calculated volume in which to fade to
FadeCurveThe curve to use when interpolating between the old and new volume

◆ GetAtomComponentFromID()

UAtomComponent * UAtomComponent::GetAtomComponentFromID ( uint64 AtomComponentID)
static

◆ GetAtomComponentID()

uint64 UAtomComponent::GetAtomComponentID ( ) const
inline

◆ GetAtomComponentUserID()

FName UAtomComponent::GetAtomComponentUserID ( ) const
inline

◆ GetAtomRuntime()

FAtomRuntime * UAtomComponent::GetAtomRuntime ( ) const
overridevirtual

Returns the active audio device to use for this component based on whether or not the component is playing in a world.

IAtomSoundAisacParameterControllerを実装しています。

◆ GetAttenuationSettingsAsset()

const TObjectPtr< UAtomAttenuation > UAtomComponent::GetAttenuationSettingsAsset ( ) const
protected

◆ GetAttenuationSettingsToApply()

const FAtomAttenuationSettings * UAtomComponent::GetAttenuationSettingsToApply ( ) const
protected

Returns a pointer to the attenuation settings to be used (if any) for this Atom component dependent on the AtomAttenuation asset or overrides set.

◆ GetAudioTimeSeconds()

float UAtomComponent::GetAudioTimeSeconds ( ) const
private

Returns the owning world's "AudioTime" - affected by world pause, but not time dilation. If no world exists, returns the application time

◆ GetCueBeatSyncInfo()

const FAtomBeatSyncInfo & UAtomComponent::GetCueBeatSyncInfo ( ) const

Gets the current cue's BeatSync information.

◆ GetCueBlockIndex()

int32 UAtomComponent::GetCueBlockIndex ( ) const

◆ GetDetailedInfoInternal()

FString UAtomComponent::GetDetailedInfoInternal ( ) const
overridevirtual

◆ GetDisableParameterUpdatesWhilePlaying()

bool UAtomComponent::GetDisableParameterUpdatesWhilePlaying ( ) const
inlineoverridevirtual

IAtomSoundAisacParameterControllerを実装しています。

◆ GetFNameForStatID()

FName UAtomComponent::GetFNameForStatID ( ) const
overridevirtual

◆ GetInstanceOwnerID()

uint64 UAtomComponent::GetInstanceOwnerID ( ) const
inlineoverridevirtual

Returns the id of the sound owner's instance associated with the parameter interface.

IAtomSoundAisacParameterControllerを実装しています。

◆ GetInstanceParameters()

TArray< FAtomAisacParameter > & UAtomComponent::GetInstanceParameters ( )
inlineoverridevirtual

Returns the Game Thread copy of parameters to modify in place.

IAtomSoundAisacParameterControllerを実装しています。

◆ GetLastPlayOrder()

uint32 UAtomComponent::GetLastPlayOrder ( ) const
inline

◆ GetOverrideAttenuation()

bool UAtomComponent::GetOverrideAttenuation ( ) const
protected

◆ GetPlayState()

EAtomComponentPlayState UAtomComponent::GetPlayState ( ) const

Returns the enumerated play states of the Atom component.

◆ GetSound()

UAtomSoundBase * UAtomComponent::GetSound ( )
inlineoverridevirtual

Returns the UAtomSoundBase used to initialize instance parameters to update.

IAtomSoundAisacParameterControllerを実装しています。

◆ IsInAudibleRange()

bool UAtomComponent::IsInAudibleRange ( float * OutMaxDistance) const
private

Whether or not the sound is audible.

◆ IsPlaying()

bool UAtomComponent::IsPlaying ( ) const
overridevirtual

Returns true if the targeted AtomComponent's sound is playing. Doesn't indicate if the sound is paused or fading in/out. Use GetPlayState() to get the full play state.

IAtomSoundAisacParameterControllerを実装しています。

◆ IsReadyForOwnerToAutoDestroy()

bool UAtomComponent::IsReadyForOwnerToAutoDestroy ( ) const
overridevirtual

◆ IsVirtualized()

bool UAtomComponent::IsVirtualized ( ) const

Returns if the sound is virtualized.

◆ OnCueBeatSync()

void UAtomComponent::OnCueBeatSync ( const FAtomBeatSyncInfo & BeatSyncInfo)

◆ OnCueSequencerEvent()

void UAtomComponent::OnCueSequencerEvent ( const FAtomSequencerEventInfo & EventInfo)

◆ OnRegister()

void UAtomComponent::OnRegister ( )
overridevirtual

◆ OnUnregister()

void UAtomComponent::OnUnregister ( )
overridevirtual

◆ OnUpdateTransform()

void UAtomComponent::OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags,
ETeleportType Teleport = ETeleportType::None )
overridevirtual

◆ Play()

void UAtomComponent::Play ( float StartTime = 0.0f)
virtual

Begins playing the targeted Atom Component's sound at the designated Start Time, seeking into a sound.

引数
StartTimeThe offset, in seconds, to begin reading the sound at

◆ PlaybackCompleted() [1/2]

void UAtomComponent::PlaybackCompleted ( bool bFailedToStart)
private

Called by the ActiveSound to inform the component that playback is finished

◆ PlaybackCompleted() [2/2]

void UAtomComponent::PlaybackCompleted ( uint64 AtomComponentID,
bool bFailedToStart )
static

◆ PlayInternal()

void UAtomComponent::PlayInternal ( const PlayInternalRequestData & InPlayRequestData,
UAtomSoundBase * InSoundOverride = nullptr )
protected

Utility function called by Play and FadeIn to start a sound playing.

◆ PlayQuantized()

void UAtomComponent::PlayQuantized ( const UObject * WorldContextObject,
UPARAM(ref) UAtomQuartzClockHandle *& InClockHandle,
UPARAM(ref) FQuartzQuantizationBoundary & InQuantizationBoundary,
const FOnQuartzCommandEventBP & InDelegate,
float InStartTime = 0.f,
float InFadeInDuration = 0.f,
float InFadeVolumeLevel = 1.f,
EAtomFaderCurve InFadeCurve = EAtomFaderCurve::Linear )
virtual

Start a sound playing on an Atom component on a given quantization boundary with the handle to an existing clock from Unreal Quartz

◆ PlayQueuedQuantizedInternal()

void UAtomComponent::PlayQueuedQuantizedInternal ( const UObject * WorldContextObject,
FAtomComponentCommandInfo InCommandInfo )
virtual

◆ PostLoad()

void UAtomComponent::PostLoad ( )
overridevirtual

◆ ProcessCommand()

void UAtomComponent::ProcessCommand ( const Audio::FQuartzQueueCommandData & InQueueCommandData)
overrideprotectedvirtual

◆ RemoveCueSelectorLabel()

void UAtomComponent::RemoveCueSelectorLabel ( FName SelectorName)

◆ ResetParameters()

void UAtomComponent::ResetParameters ( )
overridevirtual

IAtomSoundAisacParameterControllerを再実装しています。

◆ Serialize()

void UAtomComponent::Serialize ( FArchive & Ar)
overridevirtual

◆ SetAisacControlValue()

void UAtomComponent::SetAisacControlValue ( const FAtomAisacControl & AisacControl,
float Value )

Modulates in realtime the desired AISAC control value. This multiply with the base control value and with any routed modulation.

引数
AisacControlThe AISAC control to modulate.
ValueThe value used to modulate the base value.

◆ SetAisacParameter()

virtual void UAtomComponent::SetAisacParameter ( const FAtomAisacControl & InControl,
float InFloat )
inlineoverridevirtual

IAtomSoundAisacParameterControllerを再実装しています。

◆ SetAmplitudeEnvelope()

void UAtomComponent::SetAmplitudeEnvelope ( FAtomEnvelope Envelope)

Sets an amplitude envelope to this Atom compoment that will be applied to sounds to play. This overrides any amplitude envelope parameters set in cue data if present. It is worth noting that Envelope parameters are only passed to new Active Sounds on start, so modified Envelope data should be set before sound playback.

◆ SetAtomBusSend()

void UAtomComponent::SetAtomBusSend ( UAtomBus * Bus,
float SendLevel )

Allows designers to target a specific Audio Component instance's sound set the send level (volume of sound copied) to the indicated AtomBus.

引数
BusThe AtomBus to send the signal to.
SendLevelThe scalar used to alter the volume of the copied signal.

◆ SetAtomBusSendPreEffect()

void UAtomComponent::SetAtomBusSendPreEffect ( UAtomBus * AtomBus,
float AtomBusSendLevel )

◆ SetAttenuationOverrides()

void UAtomComponent::SetAttenuationOverrides ( const FAtomAttenuationSettings & InAttenuationOverrides)

◆ SetAttenuationSettings()

void UAtomComponent::SetAttenuationSettings ( UAtomAttenuation * InAttenuationSettings)

◆ SetAudioBusSendPreEffect()

void UAtomComponent::SetAudioBusSendPreEffect ( UAtomAudioBus * AudioBus,
float AudioBusSendLevel )

Allows designers to target a specific Atom Component instance's sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound's sends, the reference will be added to this instance's Override sends. This particular send occurs after the Source Effect processing chain.

引数
AtomSoundSourceBusThe Bus to send the signal to
SourceBusSendLevelThe scalar used to alter the volume of the copied signal Sets how much audio the sound should send to the given Atom Audio Bus (PRE Source Effects). if the Bus Send doesn't already exist, it will be added to the overrides on the active sound.
AtomAudioBusThe Bus to send the signal to
AudioBusSendLevelThe scalar used to alter the volume of the copied signal

◆ SetCueBeatSyncInfo()

void UAtomComponent::SetCueBeatSyncInfo ( const FAtomBeatSyncInfo & BeatSyncInfo)

◆ SetCueBeatSyncOffset()

void UAtomComponent::SetCueBeatSyncOffset ( int32 TimeOffset)

Sets the cue's BeatSync time offset in milliseconds.

◆ SetCueBlockIndex()

void UAtomComponent::SetCueBlockIndex ( int32 BlockIndex)

Set the new current bloc index. Valid when sound cue is used.

◆ SetCueNextBlockIndex()

void UAtomComponent::SetCueNextBlockIndex ( int32 BlockIndex)

◆ SetCueSelectorLabel()

void UAtomComponent::SetCueSelectorLabel ( FName SelectorName,
FName SelectorLabel )

◆ SetFadeInComplete()

void UAtomComponent::SetFadeInComplete ( )

Set when the sound is finished with initial fading in

◆ SetHighPassFilterEnabled()

void UAtomComponent::SetHighPassFilterEnabled ( bool InHighPassFilterEnabled)

When set to TRUE, enables an additional High Pass Filter Frequency to be calculated in with the sound instance's HPF total, allowing designers to set filter settings for the targeted Atom Component's sound instance.

◆ SetHighPassFilterFrequency()

void UAtomComponent::SetHighPassFilterFrequency ( float InHighPassFilterFrequency)

Sets a cutoff frequency, in Hz, for the targeted Atom Component's sound's High Pass Filter calculation. The highest cutoff frequency from all of the sound instance's possible HPF calculations wins.

◆ SetIsVirtualized()

void UAtomComponent::SetIsVirtualized ( bool bInIsVirtualized)

Sets whether or not sound instance is virtualized

◆ SetLowPassFilterEnabled()

void UAtomComponent::SetLowPassFilterEnabled ( bool InLowPassFilterEnabled)

When set to TRUE, enables an additional Low Pass Filter Frequency to be calculated in with the sound instance's LPF total, allowing designers to set filter settings for the targeted Atom Component's sound instance.

◆ SetLowPassFilterFrequency()

void UAtomComponent::SetLowPassFilterFrequency ( float InLowPassFilterFrequency)

Sets a cutoff frequency, in Hz, for the targeted Atom Component's sound's Low Pass Filter calculation. The lowest cutoff frequency from all of the sound instance's possible LPF calculations wins.

◆ SetModulationRouting()

void UAtomComponent::SetModulationRouting ( const TSet< UAtomModulatorBase * > & Modulators,
const EAtomModulationDestination Destination,
const EAtomModulationRouting RoutingMethod = EAtomModulationRouting::Inherit )

Sets how much audio the sound should send to the given Audio Bus (POST Source Effects). if the Audio Bus Send doesn't already exist, it will be added to the overrides on the active sound.

引数
AtomAudioBusThe Bus to send the signal to
AudioBusSendLevelThe scalar used to alter the volume of the copied signal Queries if the sound wave playing in this Atom component has cooked FFT data, returns FALSE if none found. Queries whether or not the targeted Atom Component instance's sound has Amplitude Envelope Data, returns FALSE if none found. Retrieves the current-time cooked spectral data of the sounds playing on the Atom component. Spectral data is averaged and interpolated for all playing sounds on this Atom component. Returns true if there is data and the Atom component is playing. Retrieves the current-time cooked spectral data of the sounds playing on the Atom component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the Atom component is playing. Retrieves Cooked Amplitude Envelope Data at the current playback time. If there are multiple SoundWaves playing, data is interpolated and averaged across all playing sound waves. Returns FALSE if no data was found. Retrieves the current-time amplitude envelope data of the sounds playing on the audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing. Sets the routing for one of the given Atom component's Modulation Destinations.
ModulatorsThe set of modulators to apply to the given destination on the component.
DestinationThe destination to assign the modulators to.
RoutingMethodThe routing method to use for the given modulator.

◆ SetMultiplePositions()

void UAtomComponent::SetMultiplePositions ( TArray< FTransform > Positions,
EAtomMultiPositionType MultiPositionType )

Sets multiple source attenuation positions if spatialization is enabled.

◆ SetOverrideAttenuation()

void UAtomComponent::SetOverrideAttenuation ( bool bInOverrideAttenuation)

◆ SetPaused()

void UAtomComponent::SetPaused ( bool bPause = true)

Pause sound playing, issue any delegates if needed

◆ SetPitchMultiplier()

void UAtomComponent::SetPitchMultiplier ( float NewPitchMultiplier)

Set a new pitch multiplier

◆ SetPitchShifterFormant()

void UAtomComponent::SetPitchShifterFormant ( float Semitones)

Sets the formant shift in semitones of the Pitch Shifter effect if enabled.

◆ SetPitchShifterPitch()

void UAtomComponent::SetPitchShifterPitch ( float Semitones)

Sets the pitch shift in semitones of the Pitch Shifter effect if enabled.

◆ SetPlaybackTimes()

void UAtomComponent::SetPlaybackTimes ( const TMap< uint32, float > & InSoundPlaybackTimes)

◆ SetRackSend()

void UAtomComponent::SetRackSend ( UAtomRackBase * Rack)

Allows designers to target a specific Atom Component instance's sound set the send level (volume of sound copied) to the indicated AtomRack.

引数
RackThe AtomRack to send the signal to.
SendLevelThe scalar used to alter the volume of the copied signal. (Not usable yet, always 1.0)

◆ SetSound()

void UAtomComponent::SetSound ( UAtomSoundBase * NewSound)

◆ SetSourceBusSendEffectInternal()

void UAtomComponent::SetSourceBusSendEffectInternal ( UAtomSoundSourceBus * InSourceBus,
UAtomAudioBus * InAudioBus,
float SendLevel,
EAtomBusSendStage InBusSendStage )
private

◆ SetSourceBusSendPreEffect()

void UAtomComponent::SetSourceBusSendPreEffect ( UAtomSoundSourceBus * SoundSourceBus,
float SourceBusSendLevel )

Allows designers to target a specific Atom Component instance's sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound's sends, the reference will be added to this instance's Override sends. This particular send occurs before the Source Effect processing chain.

引数
AtomSoundSourceBusThe Bus to send the signal to.
SourceBusSendLevelThe scalar used to alter the volume of the copied signal.

◆ SetSourceVoiceEffectType()

void UAtomComponent::SetSourceVoiceEffectType ( EAtomSourceVoiceEffectType VoiceEffecType)

Enables a voice effect to apply to the source voices. Disabled by default, the parameters in respective settings of selected effect will apply when enabled. If Pitch Shifter effect is set, use SetPitchShifterPitch() and SetPitchShifterFormant() to adjust pitch and formant of the effect in real time. If Time Stretch effect is set, use SetTimeStretchRatio() to adjust the stretch ratio of the effect in real time.

◆ SetTimeStretchRatio()

void UAtomComponent::SetTimeStretchRatio ( float Ratio)

Sets the time ratio of the Time Stretch effect if enabled.

◆ SetUISound()

void UAtomComponent::SetUISound ( bool bInUISound)

Sets whether sounds generated by this Atom component should be considered UI sounds

◆ SetVolumeMultiplier()

void UAtomComponent::SetVolumeMultiplier ( float NewVolumeMultiplier)

Set a new volume multiplier

◆ Stop()

void UAtomComponent::Stop ( )

Stop sound, issue any delegates if needed

◆ StopDelayed()

void UAtomComponent::StopDelayed ( float DelayTime)

Cues request to stop sound after the provided delay, stopping immediately if delay is zero or negative

◆ UPARAM()

CRIWARECORE_API UAtomComponent::UPARAM ( DisplayName = "Modulators") const

Gets the set of currently active modulators for a given Modulation Destination.

引数
DestinationThe Destination to retrieve the Modulators from.
戻り値
The set of of Modulators applied to this component for the given Destination.

メンバ詳解

◆ ActiveCount

int32 UAtomComponent::ActiveCount

A count of how many times we've started playing

◆ AmplitudeEnvelope

FAtomEnvelope UAtomComponent::AmplitudeEnvelope

If enabled, override the envelope parameters to apply to voices.

◆ AtomComponentID

uint64 UAtomComponent::AtomComponentID
private

◆ AtomComponentIDCounter

uint64 UAtomComponent::AtomComponentIDCounter = 0
staticprivate

◆ AtomComponentUserID

FName UAtomComponent::AtomComponentUserID

Configurable, serialized ID for plugins

◆ AtomIDToComponentMap

TMap< uint64, UAtomComponent * > UAtomComponent::AtomIDToComponentMap
staticprivate

◆ AtomIDToComponentMapLock

FCriticalSection UAtomComponent::AtomIDToComponentMapLock
staticprivate

◆ AtomRuntimeID

uint32 UAtomComponent::AtomRuntimeID

The specific Atom runtime to play this component on

◆ AttenuationOverrides

struct FAtomAttenuationSettings UAtomComponent::AttenuationOverrides

If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

◆ AttenuationSettings

TObjectPtr<UAtomAttenuation> UAtomComponent::AttenuationSettings

If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

◆ AutoAttachLocationRule

EAttachmentRule UAtomComponent::AutoAttachLocationRule

Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

参照
bAutoManageAttachment, EAttachmentRule

◆ AutoAttachParent

TWeakObjectPtr<USceneComponent> UAtomComponent::AutoAttachParent

Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate.

参照
bAutoManageAttachment

◆ AutoAttachRotationRule

EAttachmentRule UAtomComponent::AutoAttachRotationRule

Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

参照
bAutoManageAttachment, EAttachmentRule

◆ AutoAttachScaleRule

EAttachmentRule UAtomComponent::AutoAttachScaleRule

Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

参照
bAutoManageAttachment, EAttachmentRule

◆ AutoAttachSocketName

FName UAtomComponent::AutoAttachSocketName

Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.

参照
bAutoManageAttachment

◆ bAllowSpatialization

uint8 UAtomComponent::bAllowSpatialization

Overrides spatialization enablement in either the attenuation asset or on this Atom component's attenuation settings override.

◆ bAlwaysPlay

uint8 UAtomComponent::bAlwaysPlay

Whether to artificially prioritize the component to play

◆ bAutoDestroy

uint8 UAtomComponent::bAutoDestroy

Auto destroy this component on completion

◆ bAutoManageAttachment

uint8 UAtomComponent::bAutoManageAttachment

True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AtomComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true.

参照
AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType

◆ bCanPlayMultipleInstances

uint8 UAtomComponent::bCanPlayMultipleInstances

If true, the Atom Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Disabling while sound(s) are playing will not take effect until the AtomComponent is stopped and restarted.

◆ bDidAutoAttach

uint8 UAtomComponent::bDidAutoAttach
private

Did we auto attach during activation? Used to determine if we should restore the relative transform during detachment.

◆ bDisableParameterUpdatesWhilePlaying

uint8 UAtomComponent::bDisableParameterUpdatesWhilePlaying

If true, the Audio Component will ignore AISAC parameter updates for already-playing sound(s).

◆ bEnableAmplitudeEnvelope

uint8 UAtomComponent::bEnableAmplitudeEnvelope

Whether or not to apply an amplitude envelope to the sound that plays in this Atom component.

◆ bEnableHighPassFilter

uint8 UAtomComponent::bEnableHighPassFilter

Whether or not to apply a high-pass filter to the sound that plays in this Atom component.

◆ bEnableLowPassFilter

uint8 UAtomComponent::bEnableLowPassFilter

Whether or not to apply a low-pass filter to the sound that plays in this Atom component.

◆ bIgnoreForFlushing

uint8 UAtomComponent::bIgnoreForFlushing

If true, this sound will not be stopped when flushing the Atom runtime.

◆ bIsFadingOut

uint8 UAtomComponent::bIsFadingOut

Whether or not fade out was triggered.

◆ bIsPaused

uint8 UAtomComponent::bIsPaused

Whether or not this audio component is a music clip Whether or not the audio component should be excluded from reverb EQ processing Whether or not this sound class forces sounds to the center channel Whether or not this Atom component has been paused

◆ bIsPreviewSound

uint8 UAtomComponent::bIsPreviewSound

Whether or not this sound is a preview sound

◆ bIsUISound

uint8 UAtomComponent::bIsUISound

Whether or not this sound plays when the game is paused in the UI.

◆ bIsVirtualized

uint8 UAtomComponent::bIsVirtualized

Whether or not this Atom component's sound is virtualized

◆ bOverrideAttenuation

uint8 UAtomComponent::bOverrideAttenuation

Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

◆ bOverridePriority

uint8 UAtomComponent::bOverridePriority

Whether or not to override the priority of the given sound with the value provided.

◆ bPreviewComponent

uint8 UAtomComponent::bPreviewComponent

Whether this Atom component is previewing a sound

◆ bShouldRemainActiveIfDropped

uint8 UAtomComponent::bShouldRemainActiveIfDropped

Whether the plaback instances should remain active if they're dropped by the prioritization code. Useful for e.g. vehicle sounds that shouldn't cut out.

◆ bStopWhenOwnerDestroyed

uint8 UAtomComponent::bStopWhenOwnerDestroyed

Stop sound when owner is destroyed

◆ ConcurrencySet

TSet<TObjectPtr<UAtomConcurrency> > UAtomComponent::ConcurrencySet

What sound concurrency rules to use for sounds generated by this Atom component

◆ CueBeatSyncInfo

FAtomBeatSyncInfo UAtomComponent::CueBeatSyncInfo

◆ CueBlockIndex

int32 UAtomComponent::CueBlockIndex

◆ CueFirstBlockIndex

int32 UAtomComponent::CueFirstBlockIndex

When sound is a SoundCue, this defines the index of the first block to playback at start.

◆ CueSelectors

TArray<FAtomSelectorParam> UAtomComponent::CueSelectors

When sound is a SoundCue, this defines the selectors to use. Possible selector name and labels are defined by the currently used AtomConfig.

◆ DefaultParameters

TArray<FAtomAisacParameter> UAtomComponent::DefaultParameters

Array of parameters for this AtomComponent. Changes to this array directly will not be forwarded to the sound if the component is actively playing, and will be superseded by parameters set via the actor interface if set, or the instance parameters.

◆ EnvelopeFollowerAttackTime

int32 UAtomComponent::EnvelopeFollowerAttackTime

The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.

◆ EnvelopeFollowerReleaseTime

int32 UAtomComponent::EnvelopeFollowerReleaseTime

The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.

◆ FadeInTimeDuration

float UAtomComponent::FadeInTimeDuration

How much time the player was told to fade in.

◆ HighPassFilterFrequency

float UAtomComponent::HighPassFilterFrequency

If enabled, the frequency of the Highpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

◆ InstanceParameters

TArray<FAtomAisacParameter> UAtomComponent::InstanceParameters

Array of transient parameters for this AtomComponent instance. Not serialized and can be set by code or BP. Changes to this array directly will not be forwarded to the sound if the component is actively playing. This should be done via the 'SetParameterX' calls implemented by the IAtomParameterControllerInterface. Instance parameter values superseded the parameters set by the actor interface & the component's default parameters.

◆ LastSoundPlayOrder

uint32 UAtomComponent::LastSoundPlayOrder = 0
private

◆ LowPassFilterFrequency

float UAtomComponent::LowPassFilterFrequency

If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

◆ ModulationRouting

FAtomSoundModulationRoutingSettings UAtomComponent::ModulationRouting

◆ OcclusionCheckInterval

float UAtomComponent::OcclusionCheckInterval

While playing, this component will check for occlusion from its closest listener every this many seconds

◆ OnAtomSoundCueBeatSync

FOnAtomSoundCueBeatSync UAtomComponent::OnAtomSoundCueBeatSync

Called when .

◆ OnAtomSoundCueBeatSyncNative

FOnAtomSoundCueBeatSyncNative UAtomComponent::OnAtomSoundCueBeatSyncNative

Shadow delegate for non UObject subscribers.

◆ OnAtomSoundCueBlockIndexChanged

FOnAtomSoundCueBlockIndexChanged UAtomComponent::OnAtomSoundCueBlockIndexChanged

Called when sound is a cue and a block index is reached.

◆ OnAtomSoundCueBlockIndexChangedNative

FOnAtomSoundCueBlockIndexChangedNative UAtomComponent::OnAtomSoundCueBlockIndexChangedNative

Shadow delegate for non UObject subscribers.

◆ OnAtomSoundCueSequencerEvent

FOnAtomSoundCueSequencerEvent UAtomComponent::OnAtomSoundCueSequencerEvent

Called when .

◆ OnAtomSoundCueSequencerEventNative

FOnAtomSoundCueSequencerEventNative UAtomComponent::OnAtomSoundCueSequencerEventNative

Shadow delegate for non UObject subscribers.

◆ OnAtomSoundFinished

FOnAtomSoundFinished UAtomComponent::OnAtomSoundFinished

Called when we finish playing sound, either because it played to completion or because a Stop() call turned it off early

◆ OnAtomSoundFinishedNative

FOnAtomSoundFinishedNative UAtomComponent::OnAtomSoundFinishedNative

Shadow delegate for non UObject subscribers.

◆ OnAtomSoundMultiEnvelopeValue

FOnAtomSoundMultiEnvelopeValue UAtomComponent::OnAtomSoundMultiEnvelopeValue

◆ OnAtomSoundMultiEnvelopeValueNative

FOnAtomSoundMultiEnvelopeValueNative UAtomComponent::OnAtomSoundMultiEnvelopeValueNative

Shadow delegate for non UObject subscribers

◆ OnAtomSoundPlaybackPercent

FOnAtomSoundPlaybackPercent UAtomComponent::OnAtomSoundPlaybackPercent

Called as a sound plays on the Atom component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch.

◆ OnAtomSoundPlaybackPercentNative

FOnAtomSoundPlaybackPercentNative UAtomComponent::OnAtomSoundPlaybackPercentNative

Shadow delegate for non UObject subscribers.

◆ OnAtomSoundPlayStateChanged

FOnAtomSoundPlayStateChanged UAtomComponent::OnAtomSoundPlayStateChanged

This function returns the Targeted Atom Component's current Play State. Playing, if the sound is currently playing. Stopped, if the sound is stopped. Paused, if the sound is currently playing, but paused. Fading In, if the sound is in the process of Fading In. Fading Out, if the sound is in the process of Fading Out.

◆ OnAtomSoundPlayStateChangedNative

FOnAtomSoundPlayStateChangedNative UAtomComponent::OnAtomSoundPlayStateChangedNative

Shadow delegate for non UObject subscribers.

◆ OnAtomSoundSingleEnvelopeValue

FOnAtomSoundSingleEnvelopeValue UAtomComponent::OnAtomSoundSingleEnvelopeValue

◆ OnAtomSoundSingleEnvelopeValueNative

FOnAtomSoundSingleEnvelopeValueNative UAtomComponent::OnAtomSoundSingleEnvelopeValueNative

Shadow delegate for non UObject subscribers

◆ OnAtomSoundVirtualizationChanged

FOnAtomSoundVirtualizationChanged UAtomComponent::OnAtomSoundVirtualizationChanged

Called when virtualization state changes.

◆ OnAtomSoundVirtualizationChangedNative

FOnAtomSoundVirtualizationChangedNative UAtomComponent::OnAtomSoundVirtualizationChangedNative

Shadow delegate for non UObject subscribers.

◆ PendingAtomBusSends

TArray<FAtomSoundToBusSend> UAtomComponent::PendingAtomBusSends
private

◆ PendingAtomRackSends

TArray<FAtomSoundToRackSend> UAtomComponent::PendingAtomRackSends
private

Pending atom bus and source bus sends.

◆ PendingQuartzCommandData

TArray<FAtomComponentPendingQuartzCommandData> UAtomComponent::PendingQuartzCommandData
private

◆ PendingSourceBusSends

TArray<FPendingSourceBusSendInfo> UAtomComponent::PendingSourceBusSends
private

◆ PitchModulationMax

float UAtomComponent::PitchModulationMax

The upper bound to use when randomly determining a pitch multiplier

◆ PitchModulationMin

float UAtomComponent::PitchModulationMin

The lower bound to use when randomly determining a pitch multiplier

◆ PitchMultiplier

float UAtomComponent::PitchMultiplier

A pitch multiplier to apply to sounds generated by this component

◆ PitchShifter

FAtomSourceEffectPitchShifterSettings UAtomComponent::PitchShifter

If Pitch Shifter is enabled, the parameters to use to resample and scale the source voices.

◆ Priority

float UAtomComponent::Priority

If enabled, overrides the priority of the selected sound with the value provided.

◆ RandomStream

FRandomStream UAtomComponent::RandomStream
protected

◆ RetriggerTimeSinceLastUpdate

float UAtomComponent::RetriggerTimeSinceLastUpdate
private

◆ RetriggerUpdateInterval

float UAtomComponent::RetriggerUpdateInterval
private

◆ SavedAutoAttachRelativeLocation

FVector UAtomComponent::SavedAutoAttachRelativeLocation
private

Saved relative transform before auto attachment. Used during detachment to restore the transform if we had automatically attached.

◆ SavedAutoAttachRelativeRotation

FRotator UAtomComponent::SavedAutoAttachRelativeRotation
private

◆ SavedAutoAttachRelativeScale3D

FVector UAtomComponent::SavedAutoAttachRelativeScale3D
private

◆ Sound

TObjectPtr<UAtomSoundBase> UAtomComponent::Sound

The sound asset to be played.

◆ SoundClassOverride

TObjectPtr<UAtomSoundClass> UAtomComponent::SoundClassOverride

SoundClass that overrides that set on the referenced SoundBase when component is played.

◆ SoundPlaybackTimes

TMap<uint32, FAtomSoundPlaybackTimeData> UAtomComponent::SoundPlaybackTimes
private

◆ SourceVoiceEffectType

EAtomSourceVoiceEffectType UAtomComponent::SourceVoiceEffectType

Selects a scaling effect (Pitch Shifter or Time Stretch) to apply to the source voices.

◆ TimeAtomComponentPlayed

float UAtomComponent::TimeAtomComponentPlayed

What time the player was told to play. Used to compute state.

◆ TimeStretch

FAtomSourceEffectTimeStretchSettings UAtomComponent::TimeStretch

If Time Stretch is enabled, the parameters to use to resample and scale the source voices.

◆ VolumeModulationMax

float UAtomComponent::VolumeModulationMax

The upper bound to use when randomly determining a volume multiplier

◆ VolumeModulationMin

float UAtomComponent::VolumeModulationMin

The lower bound to use when randomly determining a volume multiplier

◆ VolumeMultiplier

float UAtomComponent::VolumeMultiplier

A volume multiplier to apply to sounds generated by this component


このクラス詳解は次のファイルから抽出されました:
  • C:/git/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareCore/Public/Atom/AtomComponent.h
  • C:/git/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareCore/Private/Atom/AtomComponent.cpp