12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 |
- /*******************************************************************************
- 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.
- *******************************************************************************/
- /*=============================================================================
- AkReverbVolume.h:
- =============================================================================*/
- #pragma once
- #include "GameFramework/Volume.h"
- #include "AkLateReverbComponent.h"
- #include "AkReverbVolume.generated.h"
- /*------------------------------------------------------------------------------------
- AAkReverbVolume
- ------------------------------------------------------------------------------------*/
- UCLASS(hidecategories=(Advanced, Attachment, Volume), BlueprintType)
- class AKAUDIO_API AAkReverbVolume : public AVolume
- {
- GENERATED_BODY()
- public:
- AAkReverbVolume(const class FObjectInitializer& ObjectInitializer);
- #if WITH_EDITOR
- virtual FName GetCustomIconName() const override
- {
- static const FName IconName("ClassIcon.AkReverbVolume");
- return IconName;
- }
- #endif
- /** Whether this volume is currently enabled and able to affect sounds */
- UPROPERTY()
- bool bEnabled_DEPRECATED = false;
- UPROPERTY()
- class UAkAuxBus * AuxBus_DEPRECATED = nullptr;
- /** Wwise Auxiliary Bus associated to this AkReverbVolume */
- UPROPERTY()
- FString AuxBusName_DEPRECATED;
- /** Maximum send level to the Wwise Auxiliary Bus associated to this AkReverbVolume */
- UPROPERTY()
- float SendLevel_DEPRECATED = .0f;
- /** Rate at which to fade in/out the SendLevel of the current Reverb Volume when entering/exiting it, in percentage per second (0.2 will make the fade time 5 seconds) */
- UPROPERTY()
- float FadeRate_DEPRECATED = .0f;
- /**
- * The precedence in which the AkReverbVolumes will be applied. In the case of overlapping volumes, only the ones
- * with the highest priority are chosen (the number of simultaneous AkReverbVolumes is configurable in the Unreal
- * Editor Project Settings under Plugins > Wwise). If two or more overlapping AkReverbVolumes have the same
- * priority, the chosen AkReverbVolume is unpredictable.
- */
- UPROPERTY()
- float Priority_DEPRECATED = .0f;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "ReverbVolume", meta = (ShowOnlyInnerProperties))
- UAkLateReverbComponent* LateReverbComponent = nullptr;
- virtual void PostLoad() override;
- virtual void Serialize(FArchive& Ar) override;
- };
|