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