#include <AtomGameplayVolumeSubsystem.h>
◆ UAtomGameplayVolumeSubsystem()
| UAtomGameplayVolumeSubsystem::UAtomGameplayVolumeSubsystem |
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◆ ~UAtomGameplayVolumeSubsystem()
| virtual UAtomGameplayVolumeSubsystem::~UAtomGameplayVolumeSubsystem |
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virtualdefault |
◆ AddProxy()
| bool UAtomGameplayVolumeSubsystem::AddProxy |
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uint32 | AtomGameplayVolumeID, |
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uint32 | WorldID ) |
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protected |
(Atom Thread Only) Add, Update, Remove ProxyVolumes.
◆ AddVolumeComponent()
Add a volume to the system
◆ ApplyInteriorSettings()
Applies interior data previously collected to the active sound and parse parameters.
- 引数
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| ActiveSound | The active sound affected. |
| ParseParams | The parameters to apply to the playback instances. |
IAtomActiveSoundUpdateを再実装しています。
◆ Deinitialize()
| void UAtomGameplayVolumeSubsystem::Deinitialize |
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overridevirtual |
◆ DoesSupportWorld()
| bool UAtomGameplayVolumeSubsystem::DoesSupportWorld |
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UWorld * | World | ) |
const |
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protected |
Returns true if we allow volumes from the world's type.
◆ GatherInteriorData()
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
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| ActiveSound | The active sound affected. |
| ParseParams | The parameters to apply to the playback instances. |
IAtomActiveSoundUpdateを再実装しています。
◆ GenerateVolumeProxyList()
| void UAtomGameplayVolumeSubsystem::GenerateVolumeProxyList |
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protected |
Generate a list of volume proxies from our component list
◆ GetPrimitiveComponent()
Gets the primitive component from the volume or null if volume proxy.
◆ GetVolumeComponent()
Gets the Volume form its VolumeID if exist or null.
◆ IsAnyListenerInVolume()
| bool UAtomGameplayVolumeSubsystem::IsAnyListenerInVolume |
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uint32 | WorldID, |
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uint32 | VolumeID ) const |
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Returns true if a listener associated with WorldID is inside the volume (by ID).
◆ IterateOverVolumeComponents()
| const void UAtomGameplayVolumeSubsystem::IterateOverVolumeComponents |
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TUniqueFunction< void(uint32, const UAtomGameplayVolumeComponent *)> | ForEachComponent | ) |
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inline |
◆ NotifyActiveSoundDeleting()
| void UAtomGameplayVolumeSubsystem::NotifyActiveSoundDeleting |
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const FAtomActiveSound & | ActiveSound | ) |
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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
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| ActiveSound | The active sound being deleted |
IAtomActiveSoundUpdateを再実装しています。
◆ RemoveProxy()
| bool UAtomGameplayVolumeSubsystem::RemoveProxy |
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uint32 | AtomGameplayVolumeID | ) |
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protected |
◆ RemoveVolumeComponent()
Remove a volume from the system
◆ ShouldCreateSubsystem()
| bool UAtomGameplayVolumeSubsystem::ShouldCreateSubsystem |
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UObject * | Outer | ) |
const |
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overridevirtual |
◆ Update()
| void UAtomGameplayVolumeSubsystem::Update |
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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()
Update the components driven by proxies on the game thread.
◆ UpdateFromListeners()
| void UAtomGameplayVolumeSubsystem::UpdateFromListeners |
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Update our representation of Atom listeners on the Atom thread.
◆ UpdateProxy()
| bool UAtomGameplayVolumeSubsystem::UpdateProxy |
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uint32 | AtomGameplayVolumeID | ) |
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protected |
◆ UpdateVolumeComponent()
Update an existing volume in the system
◆ ActiveSoundData
◆ AGVComponents
◆ AGVListeners
◆ bHasStaleProxy
| bool UAtomGameplayVolumeSubsystem::bHasStaleProxy = false |
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◆ KnownProxyIDs
| TArray<uint32> UAtomGameplayVolumeSubsystem::KnownProxyIDs |
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◆ NextUpdateDeltaTime
| float UAtomGameplayVolumeSubsystem::NextUpdateDeltaTime = 0.f |
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◆ PreviousProxyCount
| int32 UAtomGameplayVolumeSubsystem::PreviousProxyCount = 0 |
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◆ TimeSinceUpdate
| float UAtomGameplayVolumeSubsystem::TimeSinceUpdate = 0.f |
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◆ TransientProxyList
◆ WorldProxyLists
このクラス詳解は次のファイルから抽出されました: