76 lines
2.8 KiB
C++
76 lines
2.8 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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#pragma once
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#include "AkGameplayTypes.h"
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#include "AkReverbDescriptor.generated.h"
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class UAkAcousticTextureSetComponent;
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class UAkLateReverbComponent;
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class UAkRoomComponent;
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#define PARAM_ESTIMATION_UPDATE_PERIOD 0.1f
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/**
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* FAkReverbDescriptor is used to estimate the reverb parameters of a primitive component, by calculating its volume and surface area, and using the 'sabine equation' to estimate the reverb tail.
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* It also estimates the Time to First Reflection and the HFDamping.
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*/
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USTRUCT()
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struct AKAUDIO_API FAkReverbDescriptor
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{
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GENERATED_BODY()
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public:
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static double TriangleArea(const FVector& v1, const FVector& v2, const FVector& v3);
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static float SignedVolumeOfTriangle(const FVector& p1, const FVector& p2, const FVector& p3);
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float PrimitiveVolume = 0.0f;
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float PrimitiveSurfaceArea = 0.0f;
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float T60Decay = 0.0f;
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float HFDamping = 0.0f;
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float TimeToFirstReflection = 0.0f;
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bool ShouldEstimateDecay() const;
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bool ShouldEstimateDamping() const;
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bool ShouldEstimatePredelay() const;
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bool RequiresUpdates() const;
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void CalculateT60();
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void CalculateTimeToFirstReflection();
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void CalculateHFDamping(const UAkAcousticTextureSetComponent* textureSetComponent);
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void SetPrimitive(UPrimitiveComponent* primitive);
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void SetReverbComponent(UAkLateReverbComponent* reverbComp);
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void UpdateAllRTPCs(const UAkRoomComponent* room) const;
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private:
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UPROPERTY(Transient)
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UPrimitiveComponent* Primitive = nullptr;
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UAkLateReverbComponent* ReverbComponent = nullptr;
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/* Looks for a room component attached to Primitive, whose room ID has been registered with wwise, and whose world is Game or PIE.
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room will be null if no such room is found, or if there is no valid AkAudioDevice.
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return true if a room is found (and there is a valid AkAudioDevice). */
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bool GetRTPCRoom(UAkRoomComponent*& room) const;
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bool CanSetRTPCOnRoom(const UAkRoomComponent* room) const;
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void UpdateDecayRTPC() const;
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void UpdateDampingRTPC() const;
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void UpdatePredelaytRTPC() const;
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};
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