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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <AtomGameplayStatics.h>
静的公開メンバ関数 | |
| static bool | AreAnyListenersWithinRange (const UObject *WorldContextObject, const FVector &Location, float MaximumRange) |
| static UAtomComponent * | 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 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 UAtomComponent * | 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 UAtomComponent * | 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 class UAtomComponent * | 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) |
| static UAtomComponent * | 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) |
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Determines if any audio listeners are within range of the specified location
| Location | The location from which test if a listener is in range |
| MaximumRange | The distance away from Location to test if any listener is within |
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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.
| 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 |
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Finds and returns the position of the closest listener to the specified location
| Location | The location from which we'd like to find the closest listener, in world space. |
| MaximumRange | The maximum distance away from Location that a listener can be. |
| bAllowAttenuationOverride | True 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. |
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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.
| 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.
| 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.
| 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 |
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inlinestatic |
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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.
| 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. |
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Primes the sound in the given UAtomSoundClass, caching the needed data for fast playback with streamed sounds.
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Plays a dialogue directly with no attenuation, perfect for UI.
Fire and Forget.
Not Replicated.
| 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.
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| bEnabled | will enable subtitle drawing if true, disable if false. Returns whether or not subtitles are currently enabled. |
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Sets a global pitch modulation scalar that will apply to all non-UI sounds
Fire and Forget.
Not Replicated.
| 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. |
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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.
| 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 |
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Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
| 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 |
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inlinestatic |
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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.
| 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 |