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- #pragma once
- #include "GameFramework/Actor.h"
- #include "AkAmbientSound.generated.h"
- DECLARE_LOG_CATEGORY_EXTERN(LogAkAmbientSound, Log, All);
- UCLASS(config=Engine, hidecategories=Audio, AutoExpandCategories=AkAmbientSound, BlueprintType)
- class AKAUDIO_API AAkAmbientSound : public AActor
- {
- GENERATED_BODY()
- public:
- AAkAmbientSound(const class FObjectInitializer& ObjectInitializer);
-
- UPROPERTY()
- class UAkAudioEvent * AkAudioEvent_DEPRECATED = nullptr;
-
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=AkAmbientSound, meta=(ShowOnlyInnerProperties) )
- class UAkComponent* AkComponent = nullptr;
-
-
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AkAmbientSound, SimpleDisplay)
- bool StopWhenOwnerIsDestroyed = false;
-
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AkAmbientSound, SimpleDisplay)
- bool AutoPost = false;
-
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|AkAmbientSound")
- void StartAmbientSound();
-
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|AkAmbientSound")
- void StopAmbientSound();
- #if CPP
- public:
-
- void StartPlaying();
-
- void StopPlaying();
-
- bool IsCurrentlyPlaying();
- protected:
-
- virtual void BeginPlay() override;
- #if WITH_EDITOR
-
- virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
- #endif
- virtual void PostInitializeComponents() override;
- virtual void PostLoad() override;
- #endif
- private:
-
- bool CurrentlyPlaying;
- FCriticalSection PlayingCriticalSection;
- };
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