112 lines
3.5 KiB
C++
112 lines
3.5 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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AkAmbientSound.h:
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=============================================================================*/
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#pragma once
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#include "GameFramework/Actor.h"
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#include "AkAmbientSound.generated.h"
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/*------------------------------------------------------------------------------------
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AAkAmbientSound
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------------------------------------------------------------------------------------*/
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UCLASS(config=Engine, hidecategories=Audio, AutoExpandCategories=AkAmbientSound, BlueprintType)
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class AKAUDIO_API AAkAmbientSound : public AActor
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{
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GENERATED_BODY()
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public:
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AAkAmbientSound(const class FObjectInitializer& ObjectInitializer);
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/** AkAudioEvent to play. Deprecated as UE4.7 integration: Use AkComponent->AkAudioEvent instead */
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UPROPERTY()
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class UAkAudioEvent * AkAudioEvent_DEPRECATED = nullptr;
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/** AkComponent to handle playback */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=AkAmbientSound, meta=(ShowOnlyInnerProperties) )
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class UAkComponent* AkComponent = nullptr;
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/** Stop playback if the owner is destroyed */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AkAmbientSound, SimpleDisplay)
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bool StopWhenOwnerIsDestroyed = false;
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/** Automatically post the associated AkAudioEvent on BeginPlay */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AkAmbientSound, SimpleDisplay)
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bool AutoPost = false;
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/*
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* Start an Ak ambient sound.
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*/
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|AkAmbientSound")
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void StartAmbientSound();
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/*
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* Stop an Ak ambient sound.
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*/
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|AkAmbientSound")
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void StopAmbientSound();
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#if CPP
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public:
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/**
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* Start the ambience playback
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*/
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void StartPlaying();
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/**
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* Stop the ambience playback
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*/
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void StopPlaying();
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/**
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* Is whether this ambient sound currently playing
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*
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* @return True if ambient sound is currently playing, false if not.
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*/
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bool IsCurrentlyPlaying();
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protected:
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/*------------------------------------------------------------------------------------
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AActor interface.
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------------------------------------------------------------------------------------*/
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virtual void BeginPlay() override;
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#if WITH_EDITOR
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/**
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* Check for errors
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*/
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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virtual void PostInitializeComponents() override;
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virtual void PostLoad() override;
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#endif
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private:
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/** used to update status of toggleable level placed ambient sounds on clients */
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bool CurrentlyPlaying;
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FCriticalSection PlayingCriticalSection;
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};
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