80 lines
3.1 KiB
C++
80 lines
3.1 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.h:
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=============================================================================*/
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#pragma once
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#include "GameFramework/Volume.h"
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#include "AkLateReverbComponent.h"
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#include "AkReverbVolume.generated.h"
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/*------------------------------------------------------------------------------------
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AAkReverbVolume
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------------------------------------------------------------------------------------*/
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UCLASS(hidecategories=(Advanced, Attachment, Volume), BlueprintType)
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class AKAUDIO_API AAkReverbVolume : public AVolume
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{
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GENERATED_BODY()
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public:
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AAkReverbVolume(const class FObjectInitializer& ObjectInitializer);
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#if WITH_EDITOR
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virtual FName GetCustomIconName() const override
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{
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static const FName IconName("ClassIcon.AkReverbVolume");
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return IconName;
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}
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#endif
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/** Whether this volume is currently enabled and able to affect sounds */
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UPROPERTY()
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bool bEnabled_DEPRECATED = false;
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UPROPERTY()
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class UAkAuxBus * AuxBus_DEPRECATED = nullptr;
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/** Wwise Auxiliary Bus associated to this AkReverbVolume */
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UPROPERTY()
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FString AuxBusName_DEPRECATED;
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/** Maximum send level to the Wwise Auxiliary Bus associated to this AkReverbVolume */
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UPROPERTY()
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float SendLevel_DEPRECATED = .0f;
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/** Rate at which to fade in/out the SendLevel of the current Reverb Volume when entering/exiting it, in percentage per second (0.2 will make the fade time 5 seconds) */
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UPROPERTY()
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float FadeRate_DEPRECATED = .0f;
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/**
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* The precedence in which the AkReverbVolumes will be applied. In the case of overlapping volumes, only the ones
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* with the highest priority are chosen (the number of simultaneous AkReverbVolumes is configurable in the Unreal
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* Editor Project Settings under Plugins > Wwise). If two or more overlapping AkReverbVolumes have the same
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* priority, the chosen AkReverbVolume is unpredictable.
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*/
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UPROPERTY()
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float Priority_DEPRECATED = .0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "LateReverb", meta = (ShowOnlyInnerProperties))
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UAkLateReverbComponent* LateReverbComponent = nullptr;
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) override;
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};
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