CriWare Unreal Engine
Plug-ins for CriWare solutions.
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IAtomSoundHandleSystem Class Reference

#include <IAtomSoundHandleSystem.h>

Inheritance diagram for IAtomSoundHandleSystem:

Public Member Functions

virtual ~IAtomSoundHandleSystem ()=default
virtual Atom::FSoundHandleID CreateSoundHandle (UAtomSoundBase *Sound, IAtomSoundHandleOwner *Owner)
 This should create a sound and we should map it to an identifier. Then return the identifier to the owner to keep track of.
virtual Atom::EResult Play (Atom::FSoundHandleID ID)
 Play the sound that is represented by the sound handle with the following ID.
virtual void SetTransform (Atom::FSoundHandleID ID, const FTransform &Transform)
 Set the transform on the sound that is represented by the sound handle with the following ID.
virtual void Stop (Atom::FSoundHandleID ID)
 Stop the sound that is represented by the sound handle with the following ID.

Static Public Member Functions

static FName GetModularFeatureName ()
static TArray< IAtomSoundHandleSystem * > GetRegisteredInterfaces ()

Detailed Description

This interface should be used with systems aiming to create Sound Handles: gameplay thread representations of sounds

Constructor & Destructor Documentation

◆ ~IAtomSoundHandleSystem()

virtual IAtomSoundHandleSystem::~IAtomSoundHandleSystem ( )
virtualdefault

Member Function Documentation

◆ CreateSoundHandle()

virtual Atom::FSoundHandleID IAtomSoundHandleSystem::CreateSoundHandle ( UAtomSoundBase * Sound,
IAtomSoundHandleOwner * Owner )
inlinevirtual

This should create a sound and we should map it to an identifier. Then return the identifier to the owner to keep track of.

Parameters
Sound
Owner
Returns

Reimplemented in UAtomSoundHandleSubsystem.

◆ GetModularFeatureName()

FName IAtomSoundHandleSystem::GetModularFeatureName ( )
inlinestatic

Get the name of all Sound Handle implementations in the Modular Features registry.

Returns
"AtomSoundHandles"

◆ GetRegisteredInterfaces()

TArray< IAtomSoundHandleSystem * > IAtomSoundHandleSystem::GetRegisteredInterfaces ( )
inlinestatic

◆ Play()

virtual Atom::EResult IAtomSoundHandleSystem::Play ( Atom::FSoundHandleID ID)
inlinevirtual

Play the sound that is represented by the sound handle with the following ID.

Parameters
ID

Reimplemented in UAtomSoundHandleSubsystem.

◆ SetTransform()

virtual void IAtomSoundHandleSystem::SetTransform ( Atom::FSoundHandleID ID,
const FTransform & Transform )
inlinevirtual

Set the transform on the sound that is represented by the sound handle with the following ID.

Parameters
ID
Transform

Reimplemented in UAtomSoundHandleSubsystem.

◆ Stop()

virtual void IAtomSoundHandleSystem::Stop ( Atom::FSoundHandleID ID)
inlinevirtual

Stop the sound that is represented by the sound handle with the following ID.

Parameters
ID

Reimplemented in UAtomSoundHandleSubsystem.


The documentation for this class was generated from the following file: