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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <AtomActiveSound.h>
公開変数類 | |
| float | AbsoluteAzimuth = 0.0f |
| float | Azimuth = 0.0f |
| bool | bFirstFocusUpdate = true |
| float | DistanceScale = 1.0f |
| float | FocusFactor = 1.0f |
| float | PriorityHighest = 1.0f |
| float | PriorityScale = 1.0f |
| float | VolumeScale = 1.0f |
Attenuation focus system data computed per update per active sound
| float FAtomAttenuationFocusData::AbsoluteAzimuth = 0.0f |
Absolute azimuth of the active sound relative to the listener. Used for 3d audio calculations.
| float FAtomAttenuationFocusData::Azimuth = 0.0f |
Azimuth of the active sound relative to the listener. Used by sound focus.
| bool FAtomAttenuationFocusData::bFirstFocusUpdate = true |
If this is the first update for focus. Handles edge case of starting a sound in-focus or out-of-focus.
| float FAtomAttenuationFocusData::DistanceScale = 1.0f |
Cached calculation of the amount distance is scaled due to focus
| float FAtomAttenuationFocusData::FocusFactor = 1.0f |
Value used to allow smooth interpolation in/out of focus
| float FAtomAttenuationFocusData::PriorityHighest = 1.0f |
Cached highest priority of the parent active sound's wave instances.
| float FAtomAttenuationFocusData::PriorityScale = 1.0f |
The amount priority is scaled due to focus
| float FAtomAttenuationFocusData::VolumeScale = 1.0f |
The amount volume is scaled due to focus