41 lines
1.2 KiB
Ucode
41 lines
1.2 KiB
Ucode
/**
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*
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*/
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class AnimNotify_AkEvent extends AnimNotify
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native(Anim);
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var() AkEvent AkEvent;
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var() bool bFollowActor;
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var() Name BoneName;
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`if(`__TW_WWISE_)
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var() bool bIgnoreIfActorHidden;
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/** Useful to ensure it won't activate while blending from this anim into a death anim */
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var() bool bIgnoreIfActorDead;
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/** This is the percent to play this Sound. Defaults to 100% (aka 1.0f) **/
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var() float PercentToPlay;
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`endif
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cpptext
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{
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// AnimNotify interface.
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virtual void Notify( class UAnimNodeSequence* NodeSeq );
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#if __TW_WWISE_
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virtual UAkEvent* PickEventToPlay( AActor* in_pOwner );
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virtual UBOOL CanPlay( AActor* in_pOwner, USkeletalMeshComponent* in_pSkelComp, UAkEvent* in_pEvent );
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virtual void GetSoundLocation( AActor* in_pOwner, USkeletalMeshComponent* in_pSkelComp, UAkEvent* in_pEvent, FVector& in_SoundLocation, INT& in_bEventIsOccluded, UBOOL& in_bEventIsAudible );
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virtual void Play( AActor* in_pOwner, UAkEvent* in_pEvent, const FVector& in_SoundLocation, UBOOL in_bEventIsOccluded );
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#endif // __TW_WWISE_
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}
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defaultproperties
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{
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bFollowActor=true
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`if(`__TW_WWISE_)
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PercentToPlay=1.0
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bIgnoreIfActorDead=true
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`endif
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}
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