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UAtomGameplayStatics クラス

#include <AtomGameplayStatics.h>

UAtomGameplayStatics の継承関係図

静的公開メンバ関数

static bool AreAnyListenersWithinRange (const UObject *WorldContextObject, const FVector &Location, float MaximumRange)
static UAtomComponentCreateSound2D (const UObject *WorldContextObject, UAtomSoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomConcurrency *ConcurrencySettings=nullptr, bool bPersistAcrossLevelTransition=false, bool bAutoDestroy=true)
static bool GetClosestListenerLocation (const UObject *WorldContextObject, const FVector &Location, float MaximumRange, const bool bAllowAttenuationOverride, FVector &ListenerPosition)
static void PlaySound2D (const UObject *WorldContextObject, UAtomSoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomConcurrency *ConcurrencySettings=nullptr, const AActor *OwningActor=nullptr, bool bIsUISound=true)
static void PlaySoundAtLocation (const UObject *WorldContextObject, UAtomSoundBase *Sound, FVector Location, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, class UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, UAtomInitialActiveSoundParams *InitialParams=nullptr)
static void PlaySoundAtLocation (const UObject *WorldContextObject, UAtomSoundBase *Sound, FVector Location, FRotator Rotation, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, class UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, const AActor *OwningActor=nullptr, UAtomInitialActiveSoundParams *InitialParams=nullptr)
static void PrimeAllSoundsInSoundClass (class UAtomSoundClass *InSoundClass)
static void PrimeSound (UAtomSoundBase *InSound)
static void SetGlobalPitchModulation (const UObject *WorldContextObject, float PitchModulation, float TimeSec)
static UAtomComponentSpawnSound2D (const UObject *WorldContextObject, UAtomSoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomConcurrency *ConcurrencySettings=nullptr, bool bPersistAcrossLevelTransition=false, bool bAutoDestroy=true)
static UAtomComponentSpawnSoundAtLocation (const UObject *WorldContextObject, UAtomSoundBase *Sound, FVector Location, FRotator Rotation=FRotator::ZeroRotator, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, class UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, bool bAutoDestroy=true)
static class UAtomComponentSpawnSoundAttached (UAtomSoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType=EAttachLocation::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, bool bAutoDestroy=true)
static UAtomComponentSpawnSoundAttached (UAtomSoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(ForceInit), FRotator Rotation=FRotator::ZeroRotator, EAttachLocation::Type LocationType=EAttachLocation::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, bool bAutoDestroy=true)

関数詳解

◆ AreAnyListenersWithinRange()

bool UAtomGameplayStatics::AreAnyListenersWithinRange ( const UObject * WorldContextObject,
const FVector & Location,
float MaximumRange )
static

Determines if any audio listeners are within range of the specified location

引数
LocationThe location from which test if a listener is in range
MaximumRangeThe distance away from Location to test if any listener is within
覚え書き
This will always return false if there is no Atom runtime, or the Atom runtime is disabled.

◆ CreateSound2D()

UAtomComponent * UAtomGameplayStatics::CreateSound2D ( const UObject * WorldContextObject,
UAtomSoundBase * Sound,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
UAtomConcurrency * ConcurrencySettings = nullptr,
bool bPersistAcrossLevelTransition = false,
bool bAutoDestroy = true )
static

This function allows users to create Atom Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. Atom Components created using this function by default will not have Spatialization applied.

引数
Sound- Sound to create.
VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplier- A linear scalar multiplied with the pitch.
StartTime- How far into the sound to begin playback at
ConcurrencySettings- Override concurrency settings package to play sound with
PersistAcrossLevelTransition- Whether the sound should continue to play when the map it was played in is unloaded
bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping), or whether it can be reactivated
戻り値
An Atom Component to manipulate the created sound

◆ GetClosestListenerLocation()

bool UAtomGameplayStatics::GetClosestListenerLocation ( const UObject * WorldContextObject,
const FVector & Location,
float MaximumRange,
const bool bAllowAttenuationOverride,
FVector & ListenerPosition )
static

Finds and returns the position of the closest listener to the specified location

引数
LocationThe location from which we'd like to find the closest listener, in world space.
MaximumRangeThe maximum distance away from Location that a listener can be.
bAllowAttenuationOverrideTrue for the adjusted listener position (if attenuation override is set), false for the raw listener position (for panning)
ListenerPosition[Out] The position of the closest listener in world space, if found.
戻り値
true if we've successfully found a listener within MaximumRange of Location, otherwise false.
覚え書き
This will always return false if there is no Atom runtime, or the Atom runtime is disabled.

◆ PlaySound2D()

void UAtomGameplayStatics::PlaySound2D ( const UObject * WorldContextObject,
UAtomSoundBase * Sound,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
UAtomConcurrency * ConcurrencySettings = nullptr,
const AActor * OwningActor = nullptr,
bool bIsUISound = true )
static

Linearly interpolates the attenuation distance scale value from it's current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time

  • Fire and Forget.

  • Not Replicated.

    引数
    SoundClass- Sound class to to use to set the attenuation distance scale on.
    DistanceAttenuationScale- A scalar for the attenuation distance used for computing distance attenuation.
    TimeSec- A time value to linearly interpolate from the current distance attenuation scale value to the new value. Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.
  • Fire and Forget.

  • Not Replicated.

    引数
    FocusAzimuthScale- An angle scale value used to scale the azimuth angle that defines where sounds are in-focus.
    NonFocusAzimuthScale-An angle scale value used to scale the azimuth angle that defines where sounds are out-of-focus.
    FocusDistanceScale- A distance scale value to use for sounds which are in-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
    NonFocusDistanceScale- A distance scale value to use for sounds which are out-of-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
    FocusVolumeScale-A volume attenuation value to use for sounds which are in-focus.
    NonFocusVolumeScale-A volume attenuation value to use for sounds which are out-of-focus.
    FocusPriorityScale- A priority scale value (> 0.0) to use for sounds which are in-focus. Values < 1.0 will reduce the priority of in-focus sounds, values > 1.0 will increase the priority of in-focus sounds.
    NonFocusPriorityScale- A priority scale value (> 0.0) to use for sounds which are out-of-focus. Values < 1.0 will reduce the priority of sounds out-of-focus sounds, values > 1.0 will increase the priority of out-of-focus sounds. Plays a sound directly with no attenuation, perfect for UI sounds.
  • Fire and Forget.

  • Not Replicated.

    引数
    Sound- Sound to play.
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far in to the sound to begin playback at
    ConcurrencySettings- Override concurrency settings package to play sound with
    OwningActor- The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
    bIsUISound- True if sound is UI related, else false

◆ PlaySoundAtLocation() [1/2]

void UAtomGameplayStatics::PlaySoundAtLocation ( const UObject * WorldContextObject,
UAtomSoundBase * Sound,
FVector Location,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
class UAtomAttenuation * AttenuationSettings = nullptr,
UAtomConcurrency * ConcurrencySettings = nullptr,
UAtomInitialActiveSoundParams * InitialParams = nullptr )
inlinestatic

◆ PlaySoundAtLocation() [2/2]

void UAtomGameplayStatics::PlaySoundAtLocation ( const UObject * WorldContextObject,
UAtomSoundBase * Sound,
FVector Location,
FRotator Rotation,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
class UAtomAttenuation * AttenuationSettings = nullptr,
UAtomConcurrency * ConcurrencySettings = nullptr,
const AActor * OwningActor = nullptr,
UAtomInitialActiveSoundParams * InitialParams = nullptr )
static

Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

引数
Sound- sound to play
Location- World position to play sound at
Rotation- World rotation to play sound at
VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplier- A linear scalar multiplied with the pitch.
StartTime- How far in to the sound to begin playback at
AttenuationSettings- Override attenuation settings package to play sound with
ConcurrencySettings- Override concurrency settings package to play sound with
OwningActor- The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.

◆ PrimeAllSoundsInSoundClass()

void UAtomGameplayStatics::PrimeAllSoundsInSoundClass ( class UAtomSoundClass * InSoundClass)
static

Primes the sound in the given UAtomSoundClass, caching the needed data for fast playback with streamed sounds.

◆ PrimeSound()

void UAtomGameplayStatics::PrimeSound ( UAtomSoundBase * InSound)
static

Plays a dialogue directly with no attenuation, perfect for UI.

  • Fire and Forget.

  • Not Replicated.

    引数
    Dialogue- dialogue to play
    Context- context the dialogue is to play in
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far in to the dialogue to begin playback at Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Atom Component. Atom Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Atom Component.
  • Not Replicated.

    引数
    Dialogue- dialogue to play
    Context- context the dialogue is to play in
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far in to the dialogue to begin playback at
    bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
    戻り値
    An Atom Component to manipulate the spawned sound Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
    引数
    Dialogue- dialogue to play
    Context- context the dialogue is to play in
    Location- World position to play dialogue at
    Rotation- World rotation to play dialogue at
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far in to the dialogue to begin playback at
    AttenuationSettings- Override attenuation settings package to play sound with Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Atom Component. This function allows users to create and play Atom Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
    Dialogue- Dialogue to play
    Context- Context the dialogue is to play in
    Location- World position to play dialogue at
    Rotation- World rotation to play dialogue at
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far into the dialogue to begin playback at
    AttenuationSettings- Override attenuation settings package to play sound with
    bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
    戻り値
    Atom Component to manipulate the playing dialogue with Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Atom Component. This function allows users to create and play Atom Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.
    引数
    Dialogue- dialogue to play
    Context- context the dialogue is to play in
    AttachComponent- Component to attach to.
    AttachPointName- Optional named point within the AttachComponent to play the sound at
    Location- Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
    Rotation- Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
    LocationType- Specifies whether Location is a relative offset or an absolute world position
    bStopWhenAttachedToDestroyed- Specifies whether the sound should stop playing when the owner its attached to is destroyed.
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far in to the dialogue to begin playback at
    AttenuationSettings- Override attenuation settings package to play sound with
    bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
    戻り値
    Atom Component to manipulate the playing dialogue with Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
    引数
    ForceFeedbackEffect- effect to play
    Location- World position to center the effect at
    Rotation- World rotation to center the effect at
    IntensityMultiplier- Intensity multiplier
    StartTime- How far in to the feedback effect to begin playback at
    AttenuationSettings- Override attenuation settings package to play effect with
    bAutoDestroy- Whether the returned force feedback component will be automatically cleaned up when the feedback pattern finishes (by completing or stopping) or whether it can be reactivated
    戻り値
    Force Feedback Component to manipulate the playing feedback effect with Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.
    引数
    ForceFeedbackEffect- effect to play
    AttachComponent- Component to attach to.
    AttachPointName- Optional named point within the AttachComponent to attach to
    Location- Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
    Rotation- Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
    LocationType- Specifies whether Location is a relative offset or an absolute world position
    bStopWhenAttachedToDestroyed- Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed.
    IntensityMultiplier- Intensity multiplier
    StartTime- How far in to the feedback effect to begin playback at
    AttenuationSettings- Override attenuation settings package to play effect with
    bAutoDestroy- Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
    戻り値
    Force Feedback Component to manipulate the playing feedback effect with Will set subtitles to be enabled or disabled.
    引数
    bEnabledwill enable subtitle drawing if true, disable if false. Returns whether or not subtitles are currently enabled.
    戻り値
    true if subtitles are enabled. Set the sound mix of the audio system for special EQing Primes the sound, caching the needed data for fast playback with streamed sounds.

◆ SetGlobalPitchModulation()

void UAtomGameplayStatics::SetGlobalPitchModulation ( const UObject * WorldContextObject,
float PitchModulation,
float TimeSec )
static

Sets a global pitch modulation scalar that will apply to all non-UI sounds

  • Fire and Forget.

  • Not Replicated.

    引数
    PitchModulation- A pitch modulation value to globally set.
    TimeSec- A time value to linearly interpolate the global modulation pitch over from it's current value.

◆ SpawnSound2D()

UAtomComponent * UAtomGameplayStatics::SpawnSound2D ( const UObject * WorldContextObject,
UAtomSoundBase * Sound,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
UAtomConcurrency * ConcurrencySettings = nullptr,
bool bPersistAcrossLevelTransition = false,
bool bAutoDestroy = true )
static

This function allows users to create Atom Components with settings specifically for non-spatialized, non-distance-attenuated sounds. Atom Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Atom Component.

  • Not Replicated.

    引数
    Sound- Sound to play.
    VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
    PitchMultiplier- A linear scalar multiplied with the pitch.
    StartTime- How far in to the sound to begin playback at
    ConcurrencySettings- Override concurrency settings package to play sound with
    PersistAcrossLevelTransition- Whether the sound should continue to play when the map it was played in is unloaded
    bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
    戻り値
    An Atom Component to manipulate the spawned sound

◆ SpawnSoundAtLocation()

UAtomComponent * UAtomGameplayStatics::SpawnSoundAtLocation ( const UObject * WorldContextObject,
UAtomSoundBase * Sound,
FVector Location,
FRotator Rotation = FRotator::ZeroRotator,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
class UAtomAttenuation * AttenuationSettings = nullptr,
UAtomConcurrency * ConcurrencySettings = nullptr,
bool bAutoDestroy = true )
static

Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.

引数
Sound- sound to play
Location- World position to play sound at
Rotation- World rotation to play sound at
VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplier- A linear scalar multiplied with the pitch.
StartTime- How far in to the sound to begin playback at
AttenuationSettings- Override attenuation settings package to play sound with
ConcurrencySettings- Override concurrency settings package to play sound with
bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
戻り値
An Atom Component to manipulate the spawned sound

◆ SpawnSoundAttached() [1/2]

class UAtomComponent * UAtomGameplayStatics::SpawnSoundAttached ( UAtomSoundBase * Sound,
USceneComponent * AttachToComponent,
FName AttachPointName,
FVector Location,
EAttachLocation::Type LocationType = EAttachLocation::KeepRelativeOffset,
bool bStopWhenAttachedToDestroyed = false,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
UAtomAttenuation * AttenuationSettings = nullptr,
UAtomConcurrency * ConcurrencySettings = nullptr,
bool bAutoDestroy = true )
inlinestatic

◆ SpawnSoundAttached() [2/2]

UAtomComponent * UAtomGameplayStatics::SpawnSoundAttached ( UAtomSoundBase * Sound,
USceneComponent * AttachToComponent,
FName AttachPointName = NAME_None,
FVector Location = FVector(ForceInit),
FRotator Rotation = FRotator::ZeroRotator,
EAttachLocation::Type LocationType = EAttachLocation::KeepRelativeOffset,
bool bStopWhenAttachedToDestroyed = false,
float VolumeMultiplier = 1.f,
float PitchMultiplier = 1.f,
float StartTime = 0.f,
UAtomAttenuation * AttenuationSettings = nullptr,
UAtomConcurrency * ConcurrencySettings = nullptr,
bool bAutoDestroy = true )
static

This function allows users to create and play Atom Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.

引数
Sound- sound to play
AttachComponent- Component to attach to.
AttachPointName- Optional named point within the AttachComponent to play the sound at
Location- Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
Rotation- Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
LocationType- Specifies whether Location is a relative offset or an absolute world position
bStopWhenAttachedToDestroyed- Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
VolumeMultiplier- A linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplier- A linear scalar multiplied with the pitch.
StartTime- How far in to the sound to begin playback at
AttenuationSettings- Override attenuation settings package to play sound with
ConcurrencySettings- Override concurrency settings package to play sound with
bAutoDestroy- Whether the returned Atom Component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
戻り値
An Atom Component to manipulate the spawned sound

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