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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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#include <AtomVirtualLoop.h>
公開メンバ関数 | |
| FAtomVirtualLoop () | |
| void | CalculateUpdateInterval () |
| FAtomActiveSound & | GetActiveSound () |
| const FAtomActiveSound & | GetActiveSound () const |
| float | GetTimeVirtualized () const |
| float | GetUpdateInterval () const |
| bool | IsUsingVirtualVoice () const |
| bool | IsVirtualizedDueToConcurrency () const |
| bool | Update (float DeltaTime, bool bForceUpdate) |
| void | UpdateFocusData (float DeltaTime) |
静的公開メンバ関数 | |
| static bool | IsEnabled () |
| static bool | ShouldListenerMoveForceUpdate (const FTransform &LastTransform, const FTransform &CurrentTransform) |
| static bool | Virtualize (FAtomActiveSound &InActiveSound, bool bDoRangeCheck, FAtomVirtualLoop &OutVirtualLoop) |
| static bool | Virtualize (FAtomActiveSound &InActiveSound, FAtomRuntime &AudioDevice, bool bDoRangeCheck, FAtomVirtualLoop &OutVirtualLoop) |
静的非公開メンバ関数 | |
| static bool | IsInAudibleRange (const FAtomActiveSound &InActiveSound, const FAtomRuntime *InAudioDevice=nullptr) |
非公開変数類 | |
| FAtomActiveSound * | ActiveSound |
| float | TimeSinceLastUpdate |
| float | TimeVirtualized |
| float | UpdateInterval |
Class that tracks virtualized looping active sounds that are eligible to revive re-trigger as long as no stop request is received from the game thread.
| FAtomVirtualLoop::FAtomVirtualLoop | ( | ) |
| void FAtomVirtualLoop::CalculateUpdateInterval | ( | ) |
Overrides the update interval to the provided length
| FAtomActiveSound & FAtomVirtualLoop::GetActiveSound | ( | ) |
Returns the internally-managed active sound
| const FAtomActiveSound & FAtomVirtualLoop::GetActiveSound | ( | ) | const |
| float FAtomVirtualLoop::GetTimeVirtualized | ( | ) | const |
Returns the time the sound has been virtualized
| float FAtomVirtualLoop::GetUpdateInterval | ( | ) | const |
Returns the wait interval being observed before next update
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Whether the virtual loop system is enabled or not
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Check if provided active sound is in audible range.
| bool FAtomVirtualLoop::IsUsingVirtualVoice | ( | ) | const |
Whether sound is virtualized by Atom SDK using a virtual voice and continues to use an AtomSource.
| bool FAtomVirtualLoop::IsVirtualizedDueToConcurrency | ( | ) | const |
Whether sound was virtualized by concurency system.
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Check to see if listener move is far enough such that a check for virtual loop realization is necessary
| bool FAtomVirtualLoop::Update | ( | float | DeltaTime, |
| bool | bForceUpdate ) |
Updates the loop and checks if ready to play (or 'realize'). Returns whether or not the sound is ready to be realized.
| void FAtomVirtualLoop::UpdateFocusData | ( | float | DeltaTime | ) |
Takes aggregate update delta and updates focus so that realization check can test if ready to play.
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Checks if provided active sound is available to be virtualized. If so, returns new active sound ready to be added to virtual loop management by parent audio device.
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