81 lines
3.0 KiB
C++
81 lines
3.0 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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/*=============================================================================
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AkReverbVolume.cpp:
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=============================================================================*/
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#include "AkReverbVolume.h"
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#include "AkAudioDevice.h"
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#include "AkLateReverbComponent.h"
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#include "Components/BrushComponent.h"
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#include "Model.h"
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#include "AkCustomVersion.h"
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/*------------------------------------------------------------------------------------
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AAkReverbVolume
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------------------------------------------------------------------------------------*/
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AAkReverbVolume::AAkReverbVolume(const class FObjectInitializer& ObjectInitializer) :
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Super(ObjectInitializer)
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{
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// Property initialization
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UBrushComponent* BrushComp = GetBrushComponent();
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if (BrushComp)
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{
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BrushComp->SetGenerateOverlapEvents(false);
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BrushComp->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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BrushComp->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
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BrushComp->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
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}
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bColored = true;
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BrushColor = FColor(0, 255, 255, 255);
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bEnabled_DEPRECATED = true;
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SendLevel_DEPRECATED = 1.0f;
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FadeRate_DEPRECATED = 0.5f;
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Priority_DEPRECATED = 1.0f;
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static const FName LateReverbName = TEXT("LateReverb");
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LateReverbComponent = ObjectInitializer.CreateDefaultSubobject<UAkLateReverbComponent>(this, LateReverbName);
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LateReverbComponent->SetupAttachment(BrushComp);
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}
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void AAkReverbVolume::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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Ar.UsingCustomVersion(FAkCustomVersion::GUID);
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}
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void AAkReverbVolume::PostLoad()
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{
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Super::PostLoad();
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const int32 AkVersion = GetLinkerCustomVersion(FAkCustomVersion::GUID);
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if (LateReverbComponent && AkVersion < FAkCustomVersion::AddedSpatialAudio)
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{
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LateReverbComponent->bEnable = bEnabled_DEPRECATED;
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LateReverbComponent->AuxBus = AuxBus_DEPRECATED;
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LateReverbComponent->AuxBusName = AuxBusName_DEPRECATED;
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LateReverbComponent->SendLevel = SendLevel_DEPRECATED;
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LateReverbComponent->FadeRate = FadeRate_DEPRECATED;
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LateReverbComponent->Priority = Priority_DEPRECATED;
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}
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}
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