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UAtomRuntimeBlueprintLibrary クラス

#include <AtomBlueprintLibrary.h>

UAtomRuntimeBlueprintLibrary の継承関係図

静的公開メンバ関数

static void AddGlobalVoicePool (const UObject *WorldContextObject, FName PoolName, FAtomVoicesSettings VoicesSettings, EAtomVoicePoolCodecType CodecType=EAtomVoicePoolCodecType::Standard, EAtomVoicePoolStreamingType StreamingType=EAtomVoicePoolStreamingType::Mixed)
static void ClearBusEffectPresets (const UObject *WorldContextObject, UAtomBus *AtomBus)
static void ClearMasterEffectPresets (const UObject *WorldContextObject)
static void ClearRackEffectPresets (const UObject *WorldContextObject, UAtomRack *AtomRack)
static void EnableBinauralizer (const UObject *WorldContextObject, bool bEnable)
static void GetAllPlaybacks (const UAtomComponent *AtomComponent, TArray< FAtomSoundPlayback > &Playbacks)
static void GetCategoryStatusByName (const UObject *WorldContextObject, FName CategoryName, const FOnAtomGetCategoryStatus OnGetStatus)
static void GetGameVariableValueByName (const UObject *WorldContextObject, FName CategoryName, const FOnAtomGetGameVariableValue OnGetValue)
static void GetMagnitudeForFrequencies (const UObject *WorldContextObject, const TArray< float > &Frequencies, TArray< float > &Magnitudes, UAtomBus *BusToAnalyze=nullptr)
static void GetPhaseForFrequencies (const UObject *WorldContextObject, const TArray< float > &Frequencies, TArray< float > &Phases, UAtomBus *BusToAnalyze=nullptr)
static bool IsAudioBusActive (const UObject *WorldContextObject, UAtomAudioBus *AudioBus)
static bool IsBinauralizerEnabled (const UObject *WorldContextObject)
static TArray< FAtomBusSpectralAnalysisBandSettingsMakeFullSpectrumSpectralAnalysisBandSettings (int32 InNumBands=30, float InMinimumFrequency=40.f, float InMaximumFrequency=16000.f, int32 InAttackTimeMsec=10, int32 InReleaseTimeMsec=10)
static TArray< FAtomBusSpectralAnalysisBandSettingsMakeMusicalSpectralAnalysisBandSettings (int32 InNumSemitones=60, EAtomMusicalNoteName InStartingMusicalNote=EAtomMusicalNoteName::C, int32 InStartingOctave=2, int32 InAttackTimeMsec=10, int32 InReleaseTimeMsec=10)
static TArray< FAtomBusSpectralAnalysisBandSettingsMakePresetSpectralAnalysisBandSettings (EAtomSpectrumBandPresetType InBandPresetType, int32 InNumBands=10, int32 InAttackTimeMsec=10, int32 InReleaseTimeMsec=10)
static bool MapOutputPortToRack (const UObject *WorldContextObject, FName OutputPortName, UAtomRackWithParentBase *AtomRack)
static void MuteCategoryByName (const UObject *WorldContextObject, FName CategoryName, bool bMute)
static void PauseCategoryByName (const UObject *WorldContextObject, FName CategoryName, bool bPause)
static void PrimeCueSheetForPlayback (UAtomCueSheet *CueSheet, const FOnAtomCueSheetLoadComplete OnLoadCompletion)
static void PrimeSoundForPlayback (UAtomSoundBase *Sound, const FOnAtomSoundLoadComplete OnLoadCompletion)
static void PrimeWaveBankForPlayback (UAtomWaveBank *WaveBank, const FOnAtomWaveBankLoadComplete OnLoadCompletion)
static void RegisterAudioBusToBus (const UObject *WorldContextObject, UAtomBus *AtomDspBus, UAtomAudioBus *AudioBus)
static void RemoveBusEffectPreset (const UObject *WorldContextObject, UAtomBus *AtomBus, int32 EffectIndex)
static void RemoveGlobalVoicePool (const UObject *WorldContextObject, FName PoolName)
static void RemoveMasterEffectPreset (const UObject *WorldContextObject, UAtomBusEffectPreset *BusEffectPreset)
static void RemoveRackEffectPreset (const UObject *WorldContextObject, UAtomRack *AtomRack, UAtomBusEffectPreset *BusEffectPreset)
static int32 SetBusEffectPreset (const UObject *WorldContextObject, UAtomBus *AtomBus, UAtomBusEffectPreset *BusEffectPreset)
static void SetCategoryVolumeByName (const UObject *WorldContextObject, FName CategoryName, float VolumeMultiplier)
static void SetGameVariableValueByName (const UObject *WorldContextObject, FName GameVariableName, float Value)
static void SetMasterEffectPreset (const UObject *WorldContextObject, UAtomBusEffectPreset *BusEffectPreset)
static void SoloCategoryByName (const UObject *WorldContextObject, FName CategoryName, bool bSolo, float MuteVolume)
static void StartAnalyzingOutput (const UObject *WorldContextObject, UAtomBus *BusToAnalyze=nullptr, EAtomFFTSize FFTSize=EAtomFFTSize::DefaultSize, EAtomFFTPeakInterpolationMethod InterpolationMethod=EAtomFFTPeakInterpolationMethod::Linear, EAtomFFTWindowType WindowType=EAtomFFTWindowType::Hann, float HopSize=0, EAtomSpectrumType SpectrumType=EAtomSpectrumType::MagnitudeSpectrum)
static void StartAudioBus (const UObject *WorldContextObject, UAtomAudioBus *AudioBus)
static void StopAnalyzingOutput (const UObject *WorldContextObject, UAtomBus *BusToStopAnalyzing=nullptr)
static void StopAudioBus (const UObject *WorldContextObject, UAtomAudioBus *AudioBus)
static void StopCategoryByName (const UObject *WorldContextObject, FName CategoryName)
static void StopPlayback (const UAtomComponent *AtomComponent, FAtomSoundPlayback PlaybackToStop)
static void UnregisterAudioBusFromBus (const UObject *WorldContextObject, UAtomBus *AtomDspBus, UAtomAudioBus *AudioBus)

関数詳解

◆ AddGlobalVoicePool()

void UAtomRuntimeBlueprintLibrary::AddGlobalVoicePool ( const UObject * WorldContextObject,
FName PoolName,
FAtomVoicesSettings VoicesSettings,
EAtomVoicePoolCodecType CodecType = EAtomVoicePoolCodecType::Standard,
EAtomVoicePoolStreamingType StreamingType = EAtomVoicePoolStreamingType::Mixed )
static

Legacy Atom voice pool - Adds a global voice pool to current Atom runtime.

引数
PoolNameThe name of the voice pool to create.
VoicesSettingsThe settings for the voice pool to create.
CodecTypeThe codec type for the voice pool to create.
StreamingTypeThe streaming type for the voice pool to create. Set this enum only if you know what you are doing. Mixed is the default and works for all cases.

◆ ClearBusEffectPresets()

void UAtomRuntimeBlueprintLibrary::ClearBusEffectPresets ( const UObject * WorldContextObject,
UAtomBus * AtomBus )
static

Clears all submix effect perests on the given bus.

Clears all submix effect presets on the given bus. Defaulting to original bus settings.

◆ ClearMasterEffectPresets()

void UAtomRuntimeBlueprintLibrary::ClearMasterEffectPresets ( const UObject * WorldContextObject)
static

Clears all effect presets from the master rack, master out bus.

◆ ClearRackEffectPresets()

void UAtomRuntimeBlueprintLibrary::ClearRackEffectPresets ( const UObject * WorldContextObject,
UAtomRack * AtomRack )
static

Clears all effect presets from any buses of the given rack.

◆ EnableBinauralizer()

void UAtomRuntimeBlueprintLibrary::EnableBinauralizer ( const UObject * WorldContextObject,
bool bEnable )
static

Enable or disable binauralizer for all Atom soundfield racks.

◆ GetAllPlaybacks()

void UAtomRuntimeBlueprintLibrary::GetAllPlaybacks ( const UAtomComponent * AtomComponent,
TArray< FAtomSoundPlayback > & Playbacks )
static

Lists all playabacks currently controllable from a given AtomComponent. (Experimental)

◆ GetCategoryStatusByName()

void UAtomRuntimeBlueprintLibrary::GetCategoryStatusByName ( const UObject * WorldContextObject,
FName CategoryName,
const FOnAtomGetCategoryStatus OnGetStatus )
static

Legacy Atom category - Retrieves category status values from Atom runtime.

◆ GetGameVariableValueByName()

void UAtomRuntimeBlueprintLibrary::GetGameVariableValueByName ( const UObject * WorldContextObject,
FName CategoryName,
const FOnAtomGetGameVariableValue OnGetValue )
static

Retrives value of an Atom Game Variable from Atom runtime.

◆ GetMagnitudeForFrequencies()

void UAtomRuntimeBlueprintLibrary::GetMagnitudeForFrequencies ( const UObject * WorldContextObject,
const TArray< float > & Frequencies,
TArray< float > & Magnitudes,
UAtomBus * BusToAnalyze = nullptr )
static

Retrieve the magnitudes for the given frequencies.

◆ GetPhaseForFrequencies()

void UAtomRuntimeBlueprintLibrary::GetPhaseForFrequencies ( const UObject * WorldContextObject,
const TArray< float > & Frequencies,
TArray< float > & Phases,
UAtomBus * BusToAnalyze = nullptr )
static

Retrieve the phases for the given frequencies.

◆ IsAudioBusActive()

bool UAtomRuntimeBlueprintLibrary::IsAudioBusActive ( const UObject * WorldContextObject,
UAtomAudioBus * AudioBus )
static

Queries if the given audio bus is active (and audio can be mixed to it).

◆ IsBinauralizerEnabled()

bool UAtomRuntimeBlueprintLibrary::IsBinauralizerEnabled ( const UObject * WorldContextObject)
static

Gets whether binauralizer is enabled or disabled for all Atom soundfield racks.

◆ MakeFullSpectrumSpectralAnalysisBandSettings()

TArray< FAtomBusSpectralAnalysisBandSettings > UAtomRuntimeBlueprintLibrary::MakeFullSpectrumSpectralAnalysisBandSettings ( int32 InNumBands = 30,
float InMinimumFrequency = 40.f,
float InMaximumFrequency = 16000.f,
int32 InAttackTimeMsec = 10,
int32 InReleaseTimeMsec = 10 )
static

Make an array of logarithmically spaced bands.

引数
InNumBands- The number of bands to used to represent the spectrum.
InMinimumFrequency- The center frequency of the first band.
InMaximumFrequency- The center frequency of the last band.
InAttackTimeMsec- The attack time (in milliseconds) to apply to each band's envelope tracker.
InReleaseTimeMsec- The release time (in milliseconds) to apply to each band's envelope tracker.

◆ MakeMusicalSpectralAnalysisBandSettings()

TArray< FAtomBusSpectralAnalysisBandSettings > UAtomRuntimeBlueprintLibrary::MakeMusicalSpectralAnalysisBandSettings ( int32 InNumSemitones = 60,
EAtomMusicalNoteName InStartingMusicalNote = EAtomMusicalNoteName::C,
int32 InStartingOctave = 2,
int32 InAttackTimeMsec = 10,
int32 InReleaseTimeMsec = 10 )
static

Make an array of musically spaced bands with ascending frequency.

引数
InNumSemitones- The number of semitones to represent.
InStartingMuiscalNote- The name of the first note in the array.
InStartingOctave- The octave of the first note in the array.
InAttackTimeMsec- The attack time (in milliseconds) to apply to each band's envelope tracker.
InReleaseTimeMsec- The release time (in milliseconds) to apply to each band's envelope tracker.

◆ MakePresetSpectralAnalysisBandSettings()

TArray< FAtomBusSpectralAnalysisBandSettings > UAtomRuntimeBlueprintLibrary::MakePresetSpectralAnalysisBandSettings ( EAtomSpectrumBandPresetType InBandPresetType,
int32 InNumBands = 10,
int32 InAttackTimeMsec = 10,
int32 InReleaseTimeMsec = 10 )
static

Make an array of bands which span the frequency range of a given EAudioSpectrumBandPresetType.

引数
InBandPresetType- The type audio content which the bands encompass.
InNumBands- The number of bands used to represent the spectrum.
InAttackTimeMsec- The attack time (in milliseconds) to apply to each band's envelope tracker.
InReleaseTimeMsec- The release time (in milliseconds) to apply to each band's envelope tracker.

◆ MapOutputPortToRack()

bool UAtomRuntimeBlueprintLibrary::MapOutputPortToRack ( const UObject * WorldContextObject,
FName OutputPortName,
UAtomRackWithParentBase * AtomRack )
static

Maps a named output port to existing rack (default mapping is master rack.)

◆ MuteCategoryByName()

void UAtomRuntimeBlueprintLibrary::MuteCategoryByName ( const UObject * WorldContextObject,
FName CategoryName,
bool bMute )
static

Legacy Atom category - Mutes all sounds using this category in current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)

◆ PauseCategoryByName()

void UAtomRuntimeBlueprintLibrary::PauseCategoryByName ( const UObject * WorldContextObject,
FName CategoryName,
bool bPause )
static

Legacy Atom category - Pauses all sounds using this category in current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)

◆ PrimeCueSheetForPlayback()

void UAtomRuntimeBlueprintLibrary::PrimeCueSheetForPlayback ( UAtomCueSheet * CueSheet,
const FOnAtomCueSheetLoadComplete OnLoadCompletion )
static

Begin loading any sounds referenced by a sound cue into the cache so that it can be played immediately. Begin loading any sound cue referenced by a sound cue sheet into the cache so that it can be played immediately.

◆ PrimeSoundForPlayback()

void UAtomRuntimeBlueprintLibrary::PrimeSoundForPlayback ( UAtomSoundBase * Sound,
const FOnAtomSoundLoadComplete OnLoadCompletion )
static

Begin loading a sound into the cache so that it can be played immediately.

◆ PrimeWaveBankForPlayback()

void UAtomRuntimeBlueprintLibrary::PrimeWaveBankForPlayback ( UAtomWaveBank * WaveBank,
const FOnAtomWaveBankLoadComplete OnLoadCompletion )
static

Begin loading any sound wave referenced by a sound wave bank into the cache so that it can be played immediately.

◆ RegisterAudioBusToBus()

void UAtomRuntimeBlueprintLibrary::RegisterAudioBusToBus ( const UObject * WorldContextObject,
UAtomBus * AtomDspBus,
UAtomAudioBus * AudioBus )
static

Registers an audio bus to a submix so the submix output can be routed to the audiobus.

◆ RemoveBusEffectPreset()

void UAtomRuntimeBlueprintLibrary::RemoveBusEffectPreset ( const UObject * WorldContextObject,
UAtomBus * AtomBus,
int32 EffectIndex )
static

Removes the bus effect preset at the given bus, given effect index, if there is an effect preset set at that index.

Removes the bus effect preset at the given bus, given effect index, if there is an effect preset set at that index. Defaulting to original bus settings.

◆ RemoveGlobalVoicePool()

void UAtomRuntimeBlueprintLibrary::RemoveGlobalVoicePool ( const UObject * WorldContextObject,
FName PoolName )
static

Legacy Atom voice pool - Removes a global voice pool from current Atom runtime.

引数
PoolNameThe name of the voice pool to remove.

◆ RemoveMasterEffectPreset()

void UAtomRuntimeBlueprintLibrary::RemoveMasterEffectPreset ( const UObject * WorldContextObject,
UAtomBusEffectPreset * BusEffectPreset )
static

Removes a bus effect preset from the master rack, master out bus.

◆ RemoveRackEffectPreset()

void UAtomRuntimeBlueprintLibrary::RemoveRackEffectPreset ( const UObject * WorldContextObject,
UAtomRack * AtomRack,
UAtomBusEffectPreset * BusEffectPreset )
static

Removes all instances of a bus effect preset from any buses of the given Atom rack.

◆ SetBusEffectPreset()

int32 UAtomRuntimeBlueprintLibrary::SetBusEffectPreset ( const UObject * WorldContextObject,
UAtomBus * AtomBus,
UAtomBusEffectPreset * BusEffectPreset )
static

Set a bus effect preset to the given bus. Returns the index of the effect in the bus or index none if not found.

◆ SetCategoryVolumeByName()

void UAtomRuntimeBlueprintLibrary::SetCategoryVolumeByName ( const UObject * WorldContextObject,
FName CategoryName,
float VolumeMultiplier )
static

Legacy Atom category - Sets category volume to current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)

◆ SetGameVariableValueByName()

void UAtomRuntimeBlueprintLibrary::SetGameVariableValueByName ( const UObject * WorldContextObject,
FName GameVariableName,
float Value )
static

Sets value of an Atom Game Variable in current Atom runtime.

◆ SetMasterEffectPreset()

void UAtomRuntimeBlueprintLibrary::SetMasterEffectPreset ( const UObject * WorldContextObject,
UAtomBusEffectPreset * BusEffectPreset )
static

Set a bus effect preset to the master rack, master out bus.

◆ SoloCategoryByName()

void UAtomRuntimeBlueprintLibrary::SoloCategoryByName ( const UObject * WorldContextObject,
FName CategoryName,
bool bSolo,
float MuteVolume )
static

Legacy Atom category - Solo all sounds using this category in current Atom runtime and mute other categories using the given volume value. (This by-pass all Unreal Engine gameplay layers.)

◆ StartAnalyzingOutput()

void UAtomRuntimeBlueprintLibrary::StartAnalyzingOutput ( const UObject * WorldContextObject,
UAtomBus * BusToAnalyze = nullptr,
EAtomFFTSize FFTSize = EAtomFFTSize::DefaultSize,
EAtomFFTPeakInterpolationMethod InterpolationMethod = EAtomFFTPeakInterpolationMethod::Linear,
EAtomFFTWindowType WindowType = EAtomFFTWindowType::Hann,
float HopSize = 0,
EAtomSpectrumType SpectrumType = EAtomSpectrumType::MagnitudeSpectrum )
static

Start recording audio. By leaving the Submix To Record field blank, you can record the master output of the game. Stop recording audio. Path can be absolute, or relative (to the /Saved/BouncedWavFiles folder). By leaving the Submix To Record field blank, you can record the master output of the game. Pause recording audio, without finalizing the recording to disk. By leaving the Submix To Record field blank, you can record the master output of the game. Resume recording audio after pausing. By leaving the Submix To Pause field blank, you can record the master output of the game. Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.

◆ StartAudioBus()

void UAtomRuntimeBlueprintLibrary::StartAudioBus ( const UObject * WorldContextObject,
UAtomAudioBus * AudioBus )
static

Starts the given audio bus.

◆ StopAnalyzingOutput()

void UAtomRuntimeBlueprintLibrary::StopAnalyzingOutput ( const UObject * WorldContextObject,
UAtomBus * BusToStopAnalyzing = nullptr )
static

Stop spectrum analysis.

◆ StopAudioBus()

void UAtomRuntimeBlueprintLibrary::StopAudioBus ( const UObject * WorldContextObject,
UAtomAudioBus * AudioBus )
static

Stops the given audio bus.

◆ StopCategoryByName()

void UAtomRuntimeBlueprintLibrary::StopCategoryByName ( const UObject * WorldContextObject,
FName CategoryName )
static

Legacy Atom category - Stops all sounds using this category in current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)

◆ StopPlayback()

void UAtomRuntimeBlueprintLibrary::StopPlayback ( const UAtomComponent * AtomComponent,
FAtomSoundPlayback PlaybackToStop )
static

Stops the given playback. This may run a new playback if Stop Actions are setup with this playback. (Experimental)

◆ UnregisterAudioBusFromBus()

void UAtomRuntimeBlueprintLibrary::UnregisterAudioBusFromBus ( const UObject * WorldContextObject,
UAtomBus * AtomDspBus,
UAtomAudioBus * AudioBus )
static

Unregisters an audio bus that could have been registered to a submix.


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