#include <AtomAttenuation.h>
◆ FAtomAttenuationSettings()
| FAtomAttenuationSettings::FAtomAttenuationSettings |
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◆ CollectAttenuationShapesForVisualization()
◆ GetConeAnglesAndOutsideLevel()
| float FAtomAttenuationSettings::GetConeAnglesAndOutsideLevel |
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float & | InnerAngle, |
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float & | OuterAngle ) const |
◆ GetFocusAttenuation()
| float FAtomAttenuationSettings::GetFocusAttenuation |
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const struct FAtomGlobalFocusSettings & | FocusSettings, |
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float | FocusFactor ) const |
◆ GetFocusDistanceScale()
| float FAtomAttenuationSettings::GetFocusDistanceScale |
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const struct FAtomGlobalFocusSettings & | FocusSettings, |
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float | FocusFactor ) const |
◆ GetFocusPriorityScale()
| float FAtomAttenuationSettings::GetFocusPriorityScale |
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const struct FAtomGlobalFocusSettings & | FocusSettings, |
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float | FocusFactor ) const |
◆ GetMaxDimension()
| float FAtomAttenuationSettings::GetMaxDimension |
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◆ GetMaxFalloffDistance()
| float FAtomAttenuationSettings::GetMaxFalloffDistance |
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◆ GetMinDimension()
| float FAtomAttenuationSettings::GetMinDimension |
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◆ operator==()
◆ AbsorptionMethod
What method to use to map distance values to frequency absorption values.
◆ 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
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
◆ 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
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
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
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
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