CriWare Unreal Engine
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UAtomGameplayVolumeSubsystem クラス

#include <AtomGameplayVolumeSubsystem.h>

UAtomGameplayVolumeSubsystem の継承関係図

公開メンバ関数

 UAtomGameplayVolumeSubsystem ()
virtual ~UAtomGameplayVolumeSubsystem ()=default
void AddVolumeComponent (const UAtomGameplayVolumeComponent *VolumeComponent)
virtual void ApplyInteriorSettings (const FAtomActiveSound &ActiveSound, FAtomSoundParseParameters &ParseParams) override
virtual void Deinitialize () override
virtual void GatherInteriorData (const FAtomActiveSound &ActiveSound, FAtomSoundParseParameters &ParseParams) override
UPrimitiveComponent * GetPrimitiveComponent (const UAtomGameplayVolumeComponent *VolumeComponent)
const UAtomGameplayVolumeComponentGetVolumeComponent (uint32 VolumeID)
const void IterateOverVolumeComponents (TUniqueFunction< void(uint32, const UAtomGameplayVolumeComponent *)> ForEachComponent)
virtual void NotifyActiveSoundDeleting (const FAtomActiveSound &ActiveSound) override
void RemoveVolumeComponent (const UAtomGameplayVolumeComponent *VolumeComponent)
virtual bool ShouldCreateSubsystem (UObject *Outer) const override
virtual void Update () override
void UpdateVolumeComponent (const UAtomGameplayVolumeComponent *VolumeComponent)
基底クラス UAtomEngineSubsystem に属する継承公開メンバ関数
CRIWARECORE_API UAtomEngineSubsystem ()
virtual CRIWARECORE_API const FAtomRuntimeGetAtomRuntime () const final
virtual CRIWARECORE_API FAtomRuntimeHandle GetAtomRuntimeHandle () const final
virtual CRIWARECORE_API FAtomRuntimeId GetAtomRuntimeID () const final
virtual CRIWARECORE_API FAtomRuntimeGetMutableAtomRuntime () final
virtual CRIWARECORE_API Atom::FMixerSourceManagerGetMutableSourceManager () final
virtual CRIWARECORE_API const Atom::FMixerSourceManagerGetSourceManager () const final
基底クラス IAtomActiveSoundUpdate に属する継承公開メンバ関数
virtual void NotifyActiveSoundCreated (FAtomActiveSound &ActiveSound)
virtual void NotifyActiveSoundOwner (FAtomActiveSound &ActiveSound, const UObject *Owner)
virtual void NotifyVirtualizedSoundCreated (FAtomActiveSound &ActiveSound)
virtual void NotifyVirtualizedSoundDeleting (const FAtomActiveSound &ActiveSound)
virtual void OnNotifyPendingDelete (const FAtomActiveSound &ActiveSound)

限定公開メンバ関数

bool AddProxy (uint32 AtomGameplayVolumeID, uint32 WorldID)
bool DoesSupportWorld (UWorld *World) const
void GenerateVolumeProxyList ()
bool IsAnyListenerInVolume (uint32 WorldID, uint32 VolumeID) const
bool RemoveProxy (uint32 AtomGameplayVolumeID)
void UpdateComponentsFromProxyInfo (const FAtomGameplayProxyUpdateResult &ProxyResults) const
void UpdateFromListeners ()
bool UpdateProxy (uint32 AtomGameplayVolumeID)

限定公開変数類

TMap< uint32, FAtomGameplayActiveSoundInfoActiveSoundData
TMap< uint32, TObjectPtr< const UAtomGameplayVolumeComponent > > AGVComponents
TArray< FAtomGameplayVolumeListenerAGVListeners
bool bHasStaleProxy = false
TArray< uint32 > KnownProxyIDs
float NextUpdateDeltaTime = 0.f
int32 PreviousProxyCount = 0
float TimeSinceUpdate = 0.f
TArray< TObjectPtr< UAtomGameplayVolumeProxy > > TransientProxyList
TMap< uint32, FAtomGameplayVolumeProxyInfoWorldProxyLists

詳解

構築子と解体子

◆ UAtomGameplayVolumeSubsystem()

UAtomGameplayVolumeSubsystem::UAtomGameplayVolumeSubsystem ( )

◆ ~UAtomGameplayVolumeSubsystem()

virtual UAtomGameplayVolumeSubsystem::~UAtomGameplayVolumeSubsystem ( )
virtualdefault

関数詳解

◆ AddProxy()

bool UAtomGameplayVolumeSubsystem::AddProxy ( uint32 AtomGameplayVolumeID,
uint32 WorldID )
protected

(Atom Thread Only) Add, Update, Remove ProxyVolumes.

◆ AddVolumeComponent()

void UAtomGameplayVolumeSubsystem::AddVolumeComponent ( const UAtomGameplayVolumeComponent * VolumeComponent)

Add a volume to the system

◆ ApplyInteriorSettings()

void UAtomGameplayVolumeSubsystem::ApplyInteriorSettings ( const FAtomActiveSound & ActiveSound,
FAtomSoundParseParameters & ParseParams )
overridevirtual

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

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

IAtomActiveSoundUpdateを再実装しています。

◆ Deinitialize()

void UAtomGameplayVolumeSubsystem::Deinitialize ( )
overridevirtual

◆ DoesSupportWorld()

bool UAtomGameplayVolumeSubsystem::DoesSupportWorld ( UWorld * World) const
protected

Returns true if we allow volumes from the world's type.

◆ GatherInteriorData()

void UAtomGameplayVolumeSubsystem::GatherInteriorData ( const FAtomActiveSound & ActiveSound,
FAtomSoundParseParameters & ParseParams )
overridevirtual

Gathers interior data that can affect the active sound. Non-const as this step can be used to track state about the sound on the implementing object.

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

IAtomActiveSoundUpdateを再実装しています。

◆ GenerateVolumeProxyList()

void UAtomGameplayVolumeSubsystem::GenerateVolumeProxyList ( )
protected

Generate a list of volume proxies from our component list

◆ GetPrimitiveComponent()

UPrimitiveComponent * UAtomGameplayVolumeSubsystem::GetPrimitiveComponent ( const UAtomGameplayVolumeComponent * VolumeComponent)

Gets the primitive component from the volume or null if volume proxy.

◆ GetVolumeComponent()

const UAtomGameplayVolumeComponent * UAtomGameplayVolumeSubsystem::GetVolumeComponent ( uint32 VolumeID)

Gets the Volume form its VolumeID if exist or null.

◆ IsAnyListenerInVolume()

bool UAtomGameplayVolumeSubsystem::IsAnyListenerInVolume ( uint32 WorldID,
uint32 VolumeID ) const
protected

Returns true if a listener associated with WorldID is inside the volume (by ID).

◆ IterateOverVolumeComponents()

const void UAtomGameplayVolumeSubsystem::IterateOverVolumeComponents ( TUniqueFunction< void(uint32, const UAtomGameplayVolumeComponent *)> ForEachComponent)
inline

◆ NotifyActiveSoundDeleting()

void UAtomGameplayVolumeSubsystem::NotifyActiveSoundDeleting ( const FAtomActiveSound & ActiveSound)
overridevirtual

Called when an active sound has just been removed from the audio engine, by being stopped or virtualized. In either case, the referenced ActiveSound object is about to be deleted; any pointers to it should be discarded.

NOTE! Called on the AudioThread

引数
ActiveSoundThe active sound being deleted

IAtomActiveSoundUpdateを再実装しています。

◆ RemoveProxy()

bool UAtomGameplayVolumeSubsystem::RemoveProxy ( uint32 AtomGameplayVolumeID)
protected

◆ RemoveVolumeComponent()

void UAtomGameplayVolumeSubsystem::RemoveVolumeComponent ( const UAtomGameplayVolumeComponent * VolumeComponent)

Remove a volume from the system

◆ ShouldCreateSubsystem()

bool UAtomGameplayVolumeSubsystem::ShouldCreateSubsystem ( UObject * Outer) const
overridevirtual

◆ Update()

void UAtomGameplayVolumeSubsystem::Update ( )
overridevirtual

Override to get an update call during AtomRuntime::Update Note: This call will happen on the Atom thread

UAtomEngineSubsystemを再実装しています。

◆ UpdateComponentsFromProxyInfo()

void UAtomGameplayVolumeSubsystem::UpdateComponentsFromProxyInfo ( const FAtomGameplayProxyUpdateResult & ProxyResults) const
protected

Update the components driven by proxies on the game thread.

◆ UpdateFromListeners()

void UAtomGameplayVolumeSubsystem::UpdateFromListeners ( )
protected

Update our representation of Atom listeners on the Atom thread.

◆ UpdateProxy()

bool UAtomGameplayVolumeSubsystem::UpdateProxy ( uint32 AtomGameplayVolumeID)
protected

◆ UpdateVolumeComponent()

void UAtomGameplayVolumeSubsystem::UpdateVolumeComponent ( const UAtomGameplayVolumeComponent * VolumeComponent)

Update an existing volume in the system

メンバ詳解

◆ ActiveSoundData

TMap<uint32, FAtomGameplayActiveSoundInfo> UAtomGameplayVolumeSubsystem::ActiveSoundData
protected

◆ AGVComponents

TMap<uint32, TObjectPtr<const UAtomGameplayVolumeComponent> > UAtomGameplayVolumeSubsystem::AGVComponents
protected

◆ AGVListeners

TArray<FAtomGameplayVolumeListener> UAtomGameplayVolumeSubsystem::AGVListeners
protected

◆ bHasStaleProxy

bool UAtomGameplayVolumeSubsystem::bHasStaleProxy = false
protected

◆ KnownProxyIDs

TArray<uint32> UAtomGameplayVolumeSubsystem::KnownProxyIDs
protected

◆ NextUpdateDeltaTime

float UAtomGameplayVolumeSubsystem::NextUpdateDeltaTime = 0.f
protected

◆ PreviousProxyCount

int32 UAtomGameplayVolumeSubsystem::PreviousProxyCount = 0
protected

◆ TimeSinceUpdate

float UAtomGameplayVolumeSubsystem::TimeSinceUpdate = 0.f
protected

◆ TransientProxyList

TArray<TObjectPtr<UAtomGameplayVolumeProxy> > UAtomGameplayVolumeSubsystem::TransientProxyList
protected

◆ WorldProxyLists

TMap<uint32, FAtomGameplayVolumeProxyInfo> UAtomGameplayVolumeSubsystem::WorldProxyLists
protected

このクラス詳解は次のファイルから抽出されました: