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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <AtomSoundClass.h>
公開メンバ関数 | |
| FAtomSoundClassProperties () | |
公開変数類 | |
| float | AttenuationDistanceScale |
| uint8 | bAlwaysPlay: 1 |
| uint8 | bApplyAmbientVolumes: 1 |
| uint8 | bEnableCategoryCueLimitScope: 1 |
| uint8 | bEnableVoiceLimitScope: 1 |
| uint8 | bIsUISound: 1 |
| TObjectPtr< UAtomRack > | DefaultRack |
| float | HighPassFilterFrequency |
| float | LowPassFilterFrequency |
| FAtomSoundModulationDefaultSettings | ModulationSettings |
| float | Pitch |
| float | Volume |
Structure containing configurable properties of a Sound Class.
| FAtomSoundClassProperties::FAtomSoundClassProperties | ( | ) |
| float FAtomSoundClassProperties::AttenuationDistanceScale |
The amount of a sound to bleed to the LFE channel The amount to send to center channel (does not propagate to child classes) Distance scale to apply to sounds that play with this sound class. Sounds will have their attenuation distance scaled by this amount. Allows adjusting attenuation settings dynamically.
| uint8 FAtomSoundClassProperties::bAlwaysPlay |
Whether to inflate referencing sound's priority to always play.
| uint8 FAtomSoundClassProperties::bApplyAmbientVolumes |
Whether or not this sound class forces sounds to the center channel Whether the Interior/Exterior volume and LPF modifiers should be applied
| uint8 FAtomSoundClassProperties::bEnableCategoryCueLimitScope |
Whether or not this sound class uses Atom Craft category cue limit to control the number of cue playbacks independently. When set, the number of cues played by sounds using sound class is limited by category cue limit from Atom Craft. Otherwise, category cue limit is applyed over the entire game.
| uint8 FAtomSoundClassProperties::bEnableVoiceLimitScope |
Whether or not this sound class uses an Atom Craft voice limit group to control the number of voices independently. When set, the number of voices played by sounds using this sound class is limited by a voice limit group from Atom Craft. Otherwise voice limit cis applyed over the entire game.
| uint8 FAtomSoundClassProperties::bIsUISound |
Whether or not this sound plays when the game is paused in the UI
| TObjectPtr<UAtomRack> FAtomSoundClassProperties::DefaultRack |
Specifies how and when compressed audio data is loaded for asset. Default output rack of referencing sounds. If unset, falls back to the 'Master Rack' as set in the 'Atom' category of Project Settings.
| float FAtomSoundClassProperties::HighPassFilterFrequency |
Hipass filter cutoff frequency
| float FAtomSoundClassProperties::LowPassFilterFrequency |
Lowpass filter cutoff frequency
| FAtomSoundModulationDefaultSettings FAtomSoundClassProperties::ModulationSettings |
Whether or not sounds referencing this class send to the reverb submix Send amount to master reverb effect for referencing unattenuated (2D) sounds. Default modulation settings for sounds directly referencing this class
| float FAtomSoundClassProperties::Pitch |
Pitch multiplier.
| float FAtomSoundClassProperties::Volume |
Volume multiplier.