160 lines
5.3 KiB
Ucode
160 lines
5.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* Audio component used by AmbientSoundSimpleSpline. It finds position of sound source (virtual speaker) based on poredefined points list, and listener's position.
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* Moreover range of sound source along spline is considered while sound source position evaluation.
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*/
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class SimpleSplineAudioComponent extends SplineAudioComponent
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native
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collapsecategories
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hidecategories(Object,ActorComponent)
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dependson(SoundNodeAttenuation)
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editinlinenew;
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struct native SplineSoundSlot
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{
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var() SoundNodeWave Wave;
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var() float PitchScale;
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var() float VolumeScale;
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/**
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* Indexes define range of sound sorce along spline.
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*/
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var() int StartPoint;
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var() int EndPoint;
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var() float Weight;
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// To remember where the volumes are interpolating to and from
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var native const double LastUpdateTime;
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var native const float SourceInteriorVolume;
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var native const float SourceInteriorLPF;
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var native const float CurrentInteriorVolume;
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var native const float CurrentInteriorLPF;
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structdefaultproperties
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{
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PitchScale=1.0
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VolumeScale=1.0
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StartPoint=-1
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EndPoint=-1
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Weight=1.0
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SourceInteriorVolume=1.0
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SourceInteriorLPF=1.0
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CurrentInteriorVolume=1.0
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CurrentInteriorLPF=1.0
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}
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structcpptext
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{
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FSplineSoundSlot()
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{
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Wave = NULL;
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PitchScale = 1.0f;
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VolumeScale = 1.0f;
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StartPoint = -1;
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EndPoint = -1;
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Weight = 1.0f;
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LastUpdateTime = 0.0;
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SourceInteriorVolume = 1.0f;
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SourceInteriorLPF = 1.0f;
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CurrentInteriorVolume = 1.0f;
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CurrentInteriorLPF = 1.0f;
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}
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}
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};
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/** The settings for attenuating with a low pass filter. */
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var( LowPassFilter ) bool bAttenuateWithLPF<ToolTip=Enable attenuation via low pass filter>;
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var( LowPassFilter ) float LPFRadiusMin<ToolTip=The range at which to start applying a low passfilter>;
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var( LowPassFilter ) float LPFRadiusMax<ToolTip=The range at which to apply the maximum amount of low pass filter>;
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var( Attenuation ) float dBAttenuationAtMax<ToolTip=The volume at maximum distance in deciBels>;
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/** HACK, value is used only to edit OmniRadius */
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var( Attenuation ) float FlattenAttenuationRadius<ToolTip=At what distance to start blending the sound from as omnidirectional>;
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/** What kind of attenuation model to use */
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var( Attenuation ) SoundDistanceModel DistanceAlgorithm<ToolTip=The type of volume versus distance algorithm to use>;
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var( Attenuation ) float RadiusMin<ToolTip=The range at which the sound starts attenuating>;
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var( Attenuation ) float RadiusMax<ToolTip=The range at which the sound has attenuated completely>;
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var( Sounds ) init array<SplineSoundSlot> SoundSlots<ToolTip=Sounds to play>;
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/** A SoundNode needed for endless loop */
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var SoundNode NotifyBufferFinishedHook;
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cpptext
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{
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/**
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* Dissociates component from audio device and deletes wave instances.
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*/
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virtual void Cleanup( void );
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virtual void UpdateWaveInstances( UAudioDevice* AudioDevice, TArray<FWaveInstance*> &WaveInstances, const TArray<struct FListener>& InListeners, FLOAT DeltaTime );
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/**
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* @param InListeners all listeners list
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* @param ClosestListenerIndexOut through this variable index of the closest listener is returned
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* @return Closest RELATIVE location of sound (relative to position of the closest listener).
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*/
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virtual FVector FindClosestLocation( const TArray<struct FListener>& InListeners, INT& ClosestListenerIndexOut );
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/**
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* @return point, that should be used for evaluation distance, between listener, and sound source. That distance is used for attenuation.
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* The function is needed when the speaker sound's position is estimated from a shape (AmbientSoundSpline)
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*/
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virtual FVector GetPointForDistanceEval();
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/**
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* Math helper function
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* @param Points - parray of points
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* @param Listener - position of listener
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* @param Radius - scope of listener
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* @param Slot - info about the sound range along spline
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* @param OutScaledDistance - out - distance , that should be used for attenuation calculation
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* @return mean virtual speaker position, with respect to distance from listener
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*/
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static FVector FindVirtualSpeakerScaledPosition( const TArray< FInterpCurveVector::FPointOnSpline >& Points, FVector Listener, FLOAT Radius, const FSplineSoundSlot& Slot, FLOAT& OutScaledDistance, INT& OutClosestPointOnSplineIndex );
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protected:
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/**
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* Inner function, handles single slot in UpdateWaveInstances.
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*/
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virtual void HandleSoundSlot( UAudioDevice* AudioDevice, TArray<FWaveInstance*> &WaveInstances, const TArray<struct FListener>& InListeners, FSplineSoundSlot& Slot, INT ChildIndex);
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}
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defaultproperties
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{
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dBAttenuationAtMax=-60
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FlattenAttenuationRadius = 800
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DistanceAlgorithm=ATTENUATION_Linear
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RadiusMin=200
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RadiusMax=1200
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LPFRadiusMin=3000
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LPFRadiusMax=6000
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Begin Object Class=ForcedLoopSoundNode Name=ForcedLoopSoundNode0
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End Object
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Begin Object Class=SoundCue Name=SoundCue0
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SoundClass=Ambient
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Duration=10000.0
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FirstNode=ForcedLoopSoundNode0
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End Object
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SoundCue=SoundCue0
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NotifyBufferFinishedHook=ForcedLoopSoundNode0
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CueFirstNode=ForcedLoopSoundNode0
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}
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