CriWare Unreal Engine
Plug-ins for CriWare solutions.
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FAtomAttenuationSettings 構造体

#include <AtomAttenuation.h>

クラス

struct  AttenuationShapeDetails

公開メンバ関数

 FAtomAttenuationSettings ()
void CollectAttenuationShapesForVisualization (TMultiMap< EAtomAttenuationShape, AttenuationShapeDetails > &ShapeDetailsMap) const
float GetConeAnglesAndOutsideLevel (float &InnerAngle, float &OuterAngle) const
float GetFocusAttenuation (const struct FAtomGlobalFocusSettings &FocusSettings, float FocusFactor) const
float GetFocusDistanceScale (const struct FAtomGlobalFocusSettings &FocusSettings, float FocusFactor) const
float GetFocusPriorityScale (const struct FAtomGlobalFocusSettings &FocusSettings, float FocusFactor) const
float GetMaxDimension () const
float GetMaxFalloffDistance () const
float GetMinDimension () const
bool operator== (const FAtomAttenuationSettings &Other) const

公開変数類

EAtomAirAbsorptionMethod AbsorptionMethod
EAtomAttenuationShape AttenuationShape
FVector AttenuationShapeExtents
uint8 bApplyNormalizationToStereoSounds: 1
uint8 bAttenuate: 1
uint8 bAttenuateWithLPF: 1
uint8 bEnableBusSends: 1
uint8 bEnableFocusInterpolation: 1
uint8 bEnableListenerFocus: 1
uint8 bEnableLogFrequencyScaling: 1
uint8 bEnableOcclusion: 1
uint8 bEnablePriorityAttenuation: 1
uint8 bEnableSourceDataOverride: 1
float BinauralRadius
uint8 bSpatialize: 1
uint8 bUseComplexCollisionForOcclusion: 1
TArray< FAtomAttenuationBusSendSettingsBusSendSettings
float ConeOutsideLevel
FRuntimeFloatCurve CustomHighpassAirAbsorptionCurve
FRuntimeFloatCurve CustomLowpassAirAbsorptionCurve
FRuntimeFloatCurve CustomPriorityAttenuationCurve
EAtomAttenuationDistanceModel DistanceAlgorithm
float FalloffDistance
float FocusAttackInterpSpeed
float FocusAzimuth
float FocusDistanceScale
float FocusPriorityScale
float FocusReleaseInterpSpeed
float FocusVolumeAttenuation
float HPFFrequencyAtMax
float HPFFrequencyAtMin
float LPFFrequencyAtMax
float LPFFrequencyAtMin
float LPFRadiusMax
float LPFRadiusMin
float ManualPriorityAttenuation
float NonFocusAzimuth
float NonFocusDistanceScale
float NonFocusPriorityScale
float NonFocusVolumeAttenuation
float NonSpatializedRadiusEnd
EAtomNonSpatializedRadiusSpeakerMapMode NonSpatializedRadiusMode
float NonSpatializedRadiusStart
float OcclusionInterpolationTime
float OcclusionLowPassFilterFrequency
TEnumAsByte< enum ECollisionChannel > OcclusionTraceChannel
float OcclusionVolumeAttenuation
FAtomAttenuationPluginSettings PluginSettings
float PriorityAttenuationDistanceMax
float PriorityAttenuationDistanceMin
float PriorityAttenuationMax
EAtomPriorityAttenuationMethod PriorityAttenuationMethod
float PriorityAttenuationMin
EAtomSpatializationAlgorithm SpatializationAlgorithm
float StereoSpread

構築子と解体子

◆ FAtomAttenuationSettings()

FAtomAttenuationSettings::FAtomAttenuationSettings ( )

関数詳解

◆ CollectAttenuationShapesForVisualization()

void FAtomAttenuationSettings::CollectAttenuationShapesForVisualization ( TMultiMap< EAtomAttenuationShape, AttenuationShapeDetails > & ShapeDetailsMap) const

◆ GetConeAnglesAndOutsideLevel()

float FAtomAttenuationSettings::GetConeAnglesAndOutsideLevel ( float & InnerAngle,
float & OuterAngle ) const

◆ GetFocusAttenuation()

float FAtomAttenuationSettings::GetFocusAttenuation ( const struct FAtomGlobalFocusSettings & FocusSettings,
float FocusFactor ) const

◆ GetFocusDistanceScale()

float FAtomAttenuationSettings::GetFocusDistanceScale ( const struct FAtomGlobalFocusSettings & FocusSettings,
float FocusFactor ) const

◆ GetFocusPriorityScale()

float FAtomAttenuationSettings::GetFocusPriorityScale ( const struct FAtomGlobalFocusSettings & FocusSettings,
float FocusFactor ) const

◆ GetMaxDimension()

float FAtomAttenuationSettings::GetMaxDimension ( ) const

◆ GetMaxFalloffDistance()

float FAtomAttenuationSettings::GetMaxFalloffDistance ( ) const

◆ GetMinDimension()

float FAtomAttenuationSettings::GetMinDimension ( ) const

◆ operator==()

bool FAtomAttenuationSettings::operator== ( const FAtomAttenuationSettings & Other) const

メンバ詳解

◆ AbsorptionMethod

EAtomAirAbsorptionMethod FAtomAttenuationSettings::AbsorptionMethod

What method to use to map distance values to frequency absorption values.

◆ AttenuationShape

EAtomAttenuationShape FAtomAttenuationSettings::AttenuationShape

◆ AttenuationShapeExtents

FVector FAtomAttenuationSettings::AttenuationShapeExtents

◆ bApplyNormalizationToStereoSounds

uint8 FAtomAttenuationSettings::bApplyNormalizationToStereoSounds

Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

◆ bAttenuate

uint8 FAtomAttenuationSettings::bAttenuate

◆ bAttenuateWithLPF

uint8 FAtomAttenuationSettings::bAttenuateWithLPF

Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

◆ bEnableBusSends

uint8 FAtomAttenuationSettings::bEnableBusSends

Enables AtomBus sends based on distance.

◆ bEnableFocusInterpolation

uint8 FAtomAttenuationSettings::bEnableFocusInterpolation

Enables focus interpolation to smooth transition in and and of focus.

◆ bEnableListenerFocus

uint8 FAtomAttenuationSettings::bEnableListenerFocus

Enable listener focus-based adjustments.

◆ bEnableLogFrequencyScaling

uint8 FAtomAttenuationSettings::bEnableLogFrequencyScaling

Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

◆ bEnableOcclusion

uint8 FAtomAttenuationSettings::bEnableOcclusion

Enables realtime occlusion tracing.

◆ bEnablePriorityAttenuation

uint8 FAtomAttenuationSettings::bEnablePriorityAttenuation

Enables adjusting reverb sends based on distance. Enables attenuation of sound priority based off distance.

◆ bEnableSourceDataOverride

uint8 FAtomAttenuationSettings::bEnableSourceDataOverride

Enables overriding PlaybackInstance data using source data override plugin

◆ BinauralRadius

float FAtomAttenuationSettings::BinauralRadius

What min radius to use to swap to non-binaural audio when a sound starts playing.

◆ bSpatialize

uint8 FAtomAttenuationSettings::bSpatialize

◆ bUseComplexCollisionForOcclusion

uint8 FAtomAttenuationSettings::bUseComplexCollisionForOcclusion

Enables tracing against complex collision when doing occlusion traces.

◆ BusSendSettings

TArray<FAtomAttenuationBusSendSettings> FAtomAttenuationSettings::BusSendSettings

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance. The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance. The min distance to send to the master reverb. The max distance to send to the master reverb. Set of submix send settings to use to send audio to submixes as a function of distance.

◆ ConeOutsideLevel

float FAtomAttenuationSettings::ConeOutsideLevel

◆ CustomHighpassAirAbsorptionCurve

FRuntimeFloatCurve FAtomAttenuationSettings::CustomHighpassAirAbsorptionCurve

◆ CustomLowpassAirAbsorptionCurve

FRuntimeFloatCurve FAtomAttenuationSettings::CustomLowpassAirAbsorptionCurve

◆ CustomPriorityAttenuationCurve

FRuntimeFloatCurve FAtomAttenuationSettings::CustomPriorityAttenuationCurve

◆ DistanceAlgorithm

EAtomAttenuationDistanceModel FAtomAttenuationSettings::DistanceAlgorithm

◆ FalloffDistance

float FAtomAttenuationSettings::FalloffDistance

◆ FocusAttackInterpSpeed

float FAtomAttenuationSettings::FocusAttackInterpSpeed

Scalar used to increase interpolation speed upwards to the target Focus value

◆ FocusAzimuth

float FAtomAttenuationSettings::FocusAzimuth

Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

◆ FocusDistanceScale

float FAtomAttenuationSettings::FocusDistanceScale

Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

◆ FocusPriorityScale

float FAtomAttenuationSettings::FocusPriorityScale

Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

◆ FocusReleaseInterpSpeed

float FAtomAttenuationSettings::FocusReleaseInterpSpeed

Scalar used to increase interpolation speed downwards to the target Focus value

◆ FocusVolumeAttenuation

float FAtomAttenuationSettings::FocusVolumeAttenuation

Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

◆ HPFFrequencyAtMax

float FAtomAttenuationSettings::HPFFrequencyAtMax

◆ HPFFrequencyAtMin

float FAtomAttenuationSettings::HPFFrequencyAtMin

◆ LPFFrequencyAtMax

float FAtomAttenuationSettings::LPFFrequencyAtMax

◆ LPFFrequencyAtMin

float FAtomAttenuationSettings::LPFFrequencyAtMin

◆ LPFRadiusMax

float FAtomAttenuationSettings::LPFRadiusMax

◆ LPFRadiusMin

float FAtomAttenuationSettings::LPFRadiusMin

◆ ManualPriorityAttenuation

float FAtomAttenuationSettings::ManualPriorityAttenuation

◆ NonFocusAzimuth

float FAtomAttenuationSettings::NonFocusAzimuth

Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

◆ NonFocusDistanceScale

float FAtomAttenuationSettings::NonFocusDistanceScale

Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

◆ NonFocusPriorityScale

float FAtomAttenuationSettings::NonFocusPriorityScale

Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

◆ NonFocusVolumeAttenuation

float FAtomAttenuationSettings::NonFocusVolumeAttenuation

Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

◆ NonSpatializedRadiusEnd

float FAtomAttenuationSettings::NonSpatializedRadiusEnd

The distance below which a sound is fully non-spatialized (2D). See "Non Spatialized Radius Start" to define the start of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation.

◆ NonSpatializedRadiusMode

EAtomNonSpatializedRadiusSpeakerMapMode FAtomAttenuationSettings::NonSpatializedRadiusMode

Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.

◆ NonSpatializedRadiusStart

float FAtomAttenuationSettings::NonSpatializedRadiusStart

The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See "Non Spatialized Radius End" to define the end of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation.

◆ OcclusionInterpolationTime

float FAtomAttenuationSettings::OcclusionInterpolationTime

The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

◆ OcclusionLowPassFilterFrequency

float FAtomAttenuationSettings::OcclusionLowPassFilterFrequency

The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

◆ OcclusionTraceChannel

TEnumAsByte<enum ECollisionChannel> FAtomAttenuationSettings::OcclusionTraceChannel

◆ OcclusionVolumeAttenuation

float FAtomAttenuationSettings::OcclusionVolumeAttenuation

The amount of volume attenuation to apply to sounds which are occluded.

◆ PluginSettings

FAtomAttenuationPluginSettings FAtomAttenuationSettings::PluginSettings

Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

◆ PriorityAttenuationDistanceMax

float FAtomAttenuationSettings::PriorityAttenuationDistanceMax

The max distance to attenuate priority.

◆ PriorityAttenuationDistanceMin

float FAtomAttenuationSettings::PriorityAttenuationDistanceMin

The min distance to attenuate priority.

◆ PriorityAttenuationMax

float FAtomAttenuationSettings::PriorityAttenuationMax

Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

◆ PriorityAttenuationMethod

EAtomPriorityAttenuationMethod FAtomAttenuationSettings::PriorityAttenuationMethod

What method to use to control master reverb sends What method to use to control priority attenuation

◆ PriorityAttenuationMin

float FAtomAttenuationSettings::PriorityAttenuationMin

Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

◆ SpatializationAlgorithm

EAtomSpatializationAlgorithm FAtomAttenuationSettings::SpatializationAlgorithm

What method we use to spatialize the sound.

◆ StereoSpread

float FAtomAttenuationSettings::StereoSpread

The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.


この構造体詳解は次のファイルから抽出されました:
  • C:/git/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareCore/Public/Atom/AtomAttenuation.h
  • C:/git/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareCore/Private/Atom/AtomAttenuation.cpp