/******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unreal(R) Engine End User License Agreement at https://www.unrealengine.com/en-US/eula/unreal License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2023 Audiokinetic Inc. *******************************************************************************/ /*============================================================================= AkAmbientSound.cpp: =============================================================================*/ #include "AkAmbientSound.h" #include "AkAudioDevice.h" #include "AkComponent.h" #include "AkAudioEvent.h" #include "Wwise/WwiseExternalSourceManager.h" /*------------------------------------------------------------------------------------ AAkAmbientSound ------------------------------------------------------------------------------------*/ DEFINE_LOG_CATEGORY(LogAkAmbientSound); AAkAmbientSound::AAkAmbientSound(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { // Property initialization StopWhenOwnerIsDestroyed = true; CurrentlyPlaying = false; static const FName ComponentName = TEXT("AkAudioComponent0"); AkComponent = ObjectInitializer.CreateDefaultSubobject(this, ComponentName); AkComponent->StopWhenOwnerDestroyed = StopWhenOwnerIsDestroyed; RootComponent = AkComponent; AkComponent->AttenuationScalingFactor = 1.f; //bNoDelete = true; SetHidden(true); AutoPost = false; } void AAkAmbientSound::PostLoad() { Super::PostLoad(); #if WITH_EDITOR if( AkAudioEvent_DEPRECATED ) { AkComponent->AkAudioEvent = AkAudioEvent_DEPRECATED; } #endif } void AAkAmbientSound::PostInitializeComponents() { Super::PostInitializeComponents(); AkComponent->UpdateAkLateReverbComponentList(AkComponent->GetComponentLocation()); } void AAkAmbientSound::BeginPlay() { Super::BeginPlay(); if (AutoPost) { StartAmbientSound(); } } #if WITH_EDITOR void AAkAmbientSound::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { if( AkComponent ) { // Reset audio component. if( IsCurrentlyPlaying() ) { StartPlaying(); } } Super::PostEditChangeProperty(PropertyChangedEvent); } #endif void AAkAmbientSound::StartAmbientSound() { StartPlaying(); } void AAkAmbientSound::StopAmbientSound() { StopPlaying(); } void AAkAmbientSound::StartPlaying() { if( !IsCurrentlyPlaying() ) { FAkAudioDevice* AkAudioDevice = FAkAudioDevice::Get(); if (AkAudioDevice) { AkAudioDevice->SetAttenuationScalingFactor(this, AkComponent->AttenuationScalingFactor); } if (AkComponent->AkAudioEvent) { AkComponent->AkAudioEvent->PostOnActor(this, nullptr, nullptr, nullptr, (AkCallbackType)0, nullptr, StopWhenOwnerIsDestroyed); } else { UE_LOG(LogAkAmbientSound, Warning, TEXT("Failed to post invalid AkAudioEvent on actor '%s'."), *this->GetName()); } } } void AAkAmbientSound::StopPlaying() { if( IsCurrentlyPlaying() ) { // State of CurrentlyPlaying gets updated in UAkComponent::Stop() through the EndOfEvent callback. AkComponent->Stop(); } } bool AAkAmbientSound::IsCurrentlyPlaying() { return AkComponent != nullptr && AkComponent->HasActiveEvents(); }