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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <AtomSoundBaseRenderer.h>
公開メンバ関数 | |
| virtual TStatId | GetStatId () const override |
| virtual FByteBulkData & | Open (UAtomSoundBase *InAtomSound) override |
| virtual FByteBulkData & | Open (UAtomSoundBase *InAtomSound, int InNumFrames) override |
| virtual void | Tick (float DeltaTime) override |
非公開メンバ関数 | |
| void | Close () |
| void | OnPlaybackEnded () |
非公開変数類 | |
| TObjectPtr< UAtomSoundBase > | AtomSound = nullptr |
| bool | bIsRequestingPCMData = false |
| bool | bIsRequestingSnapshot = false |
| FByteBulkData | RawPCMData |
| FAtomResourceHandle | RawPCMDataResource |
| FByteBulkData | RawSnapshot |
| int32 | RawSnapshotNumChannels |
| FAtomResourceHandle | SnapshotResource |
静的非公開変数類 | |
| static const int | MaxSimultaneousPCMGenerators = 1 |
| static const int | MaxSimultaneousSnapshotGenerators = 5 |
| static int | NumPCMGeneratorsInFlight = 0 |
| static int | NumSnapshotGeneratorsInFlight = 0 |
Renders a Atom sound to a byte bulk data in editor builds.
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private |
Cleans everything up.
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inlineoverridevirtual |
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Callback when the playback is done.
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overridevirtual |
IAtomSoundBaseRendererInterface interface
IAtomSoundBaseRendererInterfaceを実装しています。
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overridevirtual |
IAtomSoundBaseRendererInterface interface
IAtomSoundBaseRendererInterfaceを実装しています。
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overridevirtual |
FTickableEditorObject interface
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Holds the Atom sound we are using.
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True if awaiting to generated a snapshot of PCM data.
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staticprivate |
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staticprivate |
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inlinestaticprivate |
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inlinestaticprivate |
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Current Resource handle used when generating the pcmRawData.
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Holds the data we are using.
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Current Resource handle used when generating the snapshot.