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KF2-Dev-Scripts/Engine/Classes/MultiCueSplineAudioComponent.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MultiCueSplineAudioComponent extends SplineAudioComponent
native
collapsecategories
hidecategories(Object,ActorComponent)
dependson(SoundNodeAttenuation)
editinlinenew;
struct native MultiCueSplineSoundSlot
{
var() SoundCue SoundCue;
var() float PitchScale;
var() float VolumeScale;
var() int StartPoint;
var() int EndPoint;
// To remember where the volumes are interpolating to and from
var native const double LastUpdateTime;
var native const float SourceInteriorVolume;
var native const float SourceInteriorLPF;
var native const float CurrentInteriorVolume;
var native const float CurrentInteriorLPF;
//
var bool bPlaying;
structdefaultproperties
{
PitchScale=1.0
VolumeScale=1.0
StartPoint=-1
EndPoint=-1
SourceInteriorVolume=1.0
SourceInteriorLPF=1.0
CurrentInteriorVolume=1.0
CurrentInteriorLPF=1.0
bPlaying=false
}
structcpptext
{
FMultiCueSplineSoundSlot()
{
SoundCue = NULL;
PitchScale = 1.0f;
VolumeScale = 1.0f;
StartPoint = -1;
EndPoint = -1;
LastUpdateTime = 0.0;
SourceInteriorVolume = 1.0f;
SourceInteriorLPF = 1.0f;
CurrentInteriorVolume = 1.0f;
CurrentInteriorLPF = 1.0f;
bPlaying=FALSE;
}
}
};
var( Sounds ) init array<MultiCueSplineSoundSlot> SoundSlots<ToolTip=Sounds to play>;
var int CurrentSlotIndex;
cpptext
{
/**
* Dissociates component from audio device and deletes wave instances.
*/
virtual void Cleanup( void );
virtual void Play( void );
virtual void Stop( void );
virtual void UpdateWaveInstances( UAudioDevice* AudioDevice, TArray<FWaveInstance*> &WaveInstances, const TArray<struct FListener>& InListeners, FLOAT DeltaTime );
/**
* @param InListeners all listeners list
* @param ClosestListenerIndexOut through this variable index of the closest listener is returned
* @return Closest RELATIVE location of sound (relative to position of the closest listener).
*/
virtual FVector FindClosestLocation( const TArray<struct FListener>& InListeners, INT& ClosestListenerIndexOut );
FLOAT GetDuration( );
/**
* Math helper function
* @param Points - parray of points
* @param Listener - position of listener
* @param Radius - scope of listener
* @param Slot - info about the sound range along spline
* @param OutScaledDistance - out - distance , that should be used for attenuation calculation
* @return mean virtual speaker position, with respect to distance from listener
*/
static FVector FindVirtualSpeakerScaledPosition( const TArray< FInterpCurveVector::FPointOnSpline >& Points, FVector Listener, FLOAT Radius, const FMultiCueSplineSoundSlot& Slot, FLOAT& OutScaledDistance, INT& OutClosestPointOnSplineIndex );
}