102 lines
2.9 KiB
Ucode
102 lines
2.9 KiB
Ucode
|
/**
|
||
|
* 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 );
|
||
|
|
||
|
|
||
|
}
|