137 lines
3.7 KiB
C++
137 lines
3.7 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.cpp:
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=============================================================================*/
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#include "AkAmbientSound.h"
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#include "AkAudioDevice.h"
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#include "AkComponent.h"
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#include "AkAudioEvent.h"
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#include "Wwise/WwiseExternalSourceManager.h"
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/*------------------------------------------------------------------------------------
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AAkAmbientSound
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------------------------------------------------------------------------------------*/
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AAkAmbientSound::AAkAmbientSound(const class FObjectInitializer& ObjectInitializer) :
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Super(ObjectInitializer)
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{
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// Property initialization
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StopWhenOwnerIsDestroyed = true;
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CurrentlyPlaying = false;
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static const FName ComponentName = TEXT("AkAudioComponent0");
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AkComponent = ObjectInitializer.CreateDefaultSubobject<UAkComponent>(this, ComponentName);
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AkComponent->StopWhenOwnerDestroyed = StopWhenOwnerIsDestroyed;
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RootComponent = AkComponent;
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AkComponent->AttenuationScalingFactor = 1.f;
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//bNoDelete = true;
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SetHidden(true);
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AutoPost = false;
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}
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void AAkAmbientSound::PostLoad()
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{
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Super::PostLoad();
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#if WITH_EDITOR
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if( AkAudioEvent_DEPRECATED )
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{
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AkComponent->AkAudioEvent = AkAudioEvent_DEPRECATED;
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}
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#endif
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}
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void AAkAmbientSound::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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AkComponent->UpdateAkLateReverbComponentList(AkComponent->GetComponentLocation());
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}
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void AAkAmbientSound::BeginPlay()
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{
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Super::BeginPlay();
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if (AutoPost)
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{
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StartAmbientSound();
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}
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}
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#if WITH_EDITOR
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void AAkAmbientSound::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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if( AkComponent )
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{
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// Reset audio component.
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if( IsCurrentlyPlaying() )
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{
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StartPlaying();
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}
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}
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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#endif
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void AAkAmbientSound::StartAmbientSound()
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{
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StartPlaying();
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}
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void AAkAmbientSound::StopAmbientSound()
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{
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StopPlaying();
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}
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void AAkAmbientSound::StartPlaying()
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{
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if( !IsCurrentlyPlaying() )
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{
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if (AkComponent->AkAudioEvent)
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{
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AkComponent->AkAudioEvent->PostOnActor(this, nullptr, nullptr, nullptr, (AkCallbackType)0, nullptr, StopWhenOwnerIsDestroyed);
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return;
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}
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FAkAudioDevice* AkAudioDevice = FAkAudioDevice::Get();
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if (AkAudioDevice)
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{
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AkAudioDevice->SetAttenuationScalingFactor(this, AkComponent->AttenuationScalingFactor);
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AkPlayingID pID = AkAudioDevice->PostEventOnActor(AkAudioDevice->GetShortID(AkComponent->AkAudioEvent, AkComponent->EventName), this, 0, NULL, NULL, StopWhenOwnerIsDestroyed, {});
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}
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}
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}
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void AAkAmbientSound::StopPlaying()
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{
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if( IsCurrentlyPlaying() )
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{
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// State of CurrentlyPlaying gets updated in UAkComponent::Stop() through the EndOfEvent callback.
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AkComponent->Stop();
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}
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}
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bool AAkAmbientSound::IsCurrentlyPlaying()
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{
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return AkComponent != nullptr && AkComponent->HasActiveEvents();
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}
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