69 lines
2.5 KiB
Ucode
69 lines
2.5 KiB
Ucode
/**
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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 AmbientSoundSpline. It finds position of sound source (virtual speaker) based on poredefined points list, and listener's position.
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*/
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class SplineAudioComponent extends AudioComponent
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native
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collapsecategories
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hidecategories(Object,ActorComponent)
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editinlinenew;
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struct InterpPointOnSpline
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{
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var() vector Position;
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var() float InVal;
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var() float Length;
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};
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/** The scope of listener. How far points are included while virtual speaker eveluation. */
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var(SplineAudioComponent) float ListenerScopeRadius;
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/** While virtual speaker position evaluation, the clolest point index is stored in this field. It is used to Calculate the distance, needed to eval the attenuation. */
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var int ClosestPointOnSplineIndex;
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/** Points used to find virtual speaker's position. They are placed on spline automatically, while spline editing. */
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var init array< InterpPointOnSpline > Points;
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cpptext
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{
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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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* The function generates Points.
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*/
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UBOOL SetSplineData(const FInterpCurveVector& SplineData, FLOAT DistanceBetweenPoints);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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public:
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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 ClosestPointIndex - out - index of the closest point, if none point is inside the listener's scope -1 is returned
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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 FindVirtualSpeakerPosition(const TArray< FInterpPointOnSpline >& Points, FVector Listener, FLOAT Radius, INT * ClosestPointIndex = NULL);
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}
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defaultproperties
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{
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ListenerScopeRadius = 1200;
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}
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