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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <AtomBlueprintLibrary.h>
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< FAtomBusSpectralAnalysisBandSettings > | MakeFullSpectrumSpectralAnalysisBandSettings (int32 InNumBands=30, float InMinimumFrequency=40.f, float InMaximumFrequency=16000.f, int32 InAttackTimeMsec=10, int32 InReleaseTimeMsec=10) |
| static TArray< FAtomBusSpectralAnalysisBandSettings > | MakeMusicalSpectralAnalysisBandSettings (int32 InNumSemitones=60, EAtomMusicalNoteName InStartingMusicalNote=EAtomMusicalNoteName::C, int32 InStartingOctave=2, int32 InAttackTimeMsec=10, int32 InReleaseTimeMsec=10) |
| static TArray< FAtomBusSpectralAnalysisBandSettings > | MakePresetSpectralAnalysisBandSettings (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) |
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Legacy Atom voice pool - Adds a global voice pool to current Atom runtime.
| PoolName | The name of the voice pool to create. |
| VoicesSettings | The settings for the voice pool to create. |
| CodecType | The codec type for the voice pool to create. |
| StreamingType | The 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. |
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Clears all submix effect perests on the given bus.
Clears all submix effect presets on the given bus. Defaulting to original bus settings.
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Clears all effect presets from the master rack, master out bus.
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Clears all effect presets from any buses of the given rack.
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Enable or disable binauralizer for all Atom soundfield racks.
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Lists all playabacks currently controllable from a given AtomComponent. (Experimental)
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Legacy Atom category - Retrieves category status values from Atom runtime.
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Retrives value of an Atom Game Variable from Atom runtime.
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Retrieve the magnitudes for the given frequencies.
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Retrieve the phases for the given frequencies.
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Queries if the given audio bus is active (and audio can be mixed to it).
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Gets whether binauralizer is enabled or disabled for all Atom soundfield racks.
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Make an array of logarithmically spaced bands.
| 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. |
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Make an array of musically spaced bands with ascending frequency.
| 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. |
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Make an array of bands which span the frequency range of a given EAudioSpectrumBandPresetType.
| 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. |
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Maps a named output port to existing rack (default mapping is master rack.)
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Legacy Atom category - Mutes all sounds using this category in current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)
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Legacy Atom category - Pauses all sounds using this category in current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)
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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.
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Begin loading a sound into the cache so that it can be played immediately.
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Begin loading any sound wave referenced by a sound wave bank into the cache so that it can be played immediately.
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Registers an audio bus to a submix so the submix output can be routed to the audiobus.
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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.
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Legacy Atom voice pool - Removes a global voice pool from current Atom runtime.
| PoolName | The name of the voice pool to remove. |
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Removes a bus effect preset from the master rack, master out bus.
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Removes all instances of a bus effect preset from any buses of the given Atom rack.
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Set a bus effect preset to the given bus. Returns the index of the effect in the bus or index none if not found.
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Legacy Atom category - Sets category volume to current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)
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Sets value of an Atom Game Variable in current Atom runtime.
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Set a bus effect preset to the master rack, master out bus.
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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.)
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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.
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Starts the given audio bus.
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Stop spectrum analysis.
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Stops the given audio bus.
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Legacy Atom category - Stops all sounds using this category in current Atom runtime. (This by-pass all Unreal Engine gameplay layers.)
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Stops the given playback. This may run a new playback if Stop Actions are setup with this playback. (Experimental)
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Unregisters an audio bus that could have been registered to a submix.