CriWare Unreal Engine
Plug-ins for CriWare solutions.
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FAtomAttenuationFocusData Struct Reference

#include <AtomActiveSound.h>

Public Attributes

float AbsoluteAzimuth = 0.0f
float Azimuth = 0.0f
bool bFirstFocusUpdate = true
float DistanceScale = 1.0f
float FocusFactor = 1.0f
float PriorityHighest = 1.0f
float PriorityScale = 1.0f
float VolumeScale = 1.0f

Detailed Description

Attenuation focus system data computed per update per active sound

Member Data Documentation

◆ AbsoluteAzimuth

float FAtomAttenuationFocusData::AbsoluteAzimuth = 0.0f

Absolute azimuth of the active sound relative to the listener. Used for 3d audio calculations.

◆ Azimuth

float FAtomAttenuationFocusData::Azimuth = 0.0f

Azimuth of the active sound relative to the listener. Used by sound focus.

◆ bFirstFocusUpdate

bool FAtomAttenuationFocusData::bFirstFocusUpdate = true

If this is the first update for focus. Handles edge case of starting a sound in-focus or out-of-focus.

◆ DistanceScale

float FAtomAttenuationFocusData::DistanceScale = 1.0f

Cached calculation of the amount distance is scaled due to focus

◆ FocusFactor

float FAtomAttenuationFocusData::FocusFactor = 1.0f

Value used to allow smooth interpolation in/out of focus

◆ PriorityHighest

float FAtomAttenuationFocusData::PriorityHighest = 1.0f

Cached highest priority of the parent active sound's wave instances.

◆ PriorityScale

float FAtomAttenuationFocusData::PriorityScale = 1.0f

The amount priority is scaled due to focus

◆ VolumeScale

float FAtomAttenuationFocusData::VolumeScale = 1.0f

The amount volume is scaled due to focus


The documentation for this struct was generated from the following file:
  • C:/git/uev2/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareCore/Public/Atom/AtomActiveSound.h