Manager that provides functionality for managing VOs and Hint VOs. To use this class you must attach data table to StepVODataTable, struct for the data table is FSteVO.
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#include <SoundManager.h>
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UAudioComponent * | AudioComponent |
| UPROPERTY(BlueprintReadWrite, Category = "Components")
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TArray< FBackgroundSound > | BackgroundSounds {} |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (EditCondition="bPlayBackgroundSound", EditConditionHides="bPlayBackgroundSound"), Category = "SoundManager")
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float | BackgroundVolumeMultiplier = 1.f |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 0.f, EditCondition="bPlayBackgroundSound", EditConditionHides="bPlayBackgroundSound"), Category = "SoundManager")
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bool | bPlayBackgroundSound = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SoundManager")
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UDataTable * | CurrentStepHintVODataTable |
| UPROPERTY(BlueprintReadWrite, Category = "Components")
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UDataTable * | CurrentStepVODataTable |
| UPROPERTY(BlueprintReadWrite, Category = "Components")
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float | GeneralSoundVolumeMultiplier = 1.f |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 0.f), Category = "SoundManager")
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FOnVOEndPlaying | OnVoEndPlaying |
| UPROPERTY(BlueprintAssignable)
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float | SFXVolumeMultiplier = 1.f |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 0.f), Category = "SoundManager")
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USoundManagerParametersData * | SoundManagerParametersData |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SoundManager")
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TArray< UDataTable * > | StepHintVODataTablesArray |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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TArray< UDataTable * > | StepVODataTablesArray |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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Manager that provides functionality for managing VOs and Hint VOs. To use this class you must attach data table to StepVODataTable, struct for the data table is FSteVO.
UCLASS(Blueprintable)
Definition at line 117 of file SoundManager.h.
◆ THandler
◆ THandlerKey
◆ THandlers
◆ USoundManager()
USoundManager::USoundManager |
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◆ DECLARE_EVENT_HANDLER() [1/5]
◆ DECLARE_EVENT_HANDLER() [2/5]
◆ DECLARE_EVENT_HANDLER() [3/5]
◆ DECLARE_EVENT_HANDLER() [4/5]
◆ DECLARE_EVENT_HANDLER() [5/5]
◆ GENERATED_BODY()
USoundManager::GENERATED_BODY |
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private |
◆ GetPrivateOwner()
APlayerController * UBaseManager::GetPrivateOwner |
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const |
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inlineinherited |
◆ GetSoundBasedOnStep()
USoundCue * USoundManager::GetSoundBasedOnStep |
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FText | stepName, |
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UDataTable * | DataTable ) |
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BlueprintCallable |
Retrieves a sound cue based on the step name.
- Parameters
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stepName | The name of the step. |
DataTable | The data table containing the sound cues. |
- Returns
- The sound cue associated with the step name.
UFUNCTION(BlueprintCallable)
Definition at line 24 of file SoundManager.cpp.
◆ HandleEvent()
void UBaseManager::HandleEvent |
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UBaseEvent * | Event | ) |
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inherited |
◆ HandleEvent_Impl()
void UBaseManager::HandleEvent_Impl |
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class UBaseEvent * | Event | ) |
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protectedinherited |
◆ OnAudioEndPlaying()
void USoundManager::OnAudioEndPlaying |
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Called when audio playback ends.
UFUNCTION()
Definition at line 96 of file SoundManager.cpp.
◆ OnStepChange()
void USoundManager::OnStepChange |
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FText | stepName | ) |
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BlueprintCallable |
Play SFX sound (don't interrupt others)
UFUNCTION(BlueprintCallable)
Definition at line 91 of file SoundManager.cpp.
◆ PlayBackgroundSound()
void USoundManager::PlayBackgroundSound |
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USoundBase * | soundToPlay, |
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float | volumeMultiplier = 1.f, |
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float | pitchMultiplier = 1.f, |
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float | startTime = 0.f, |
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USoundConcurrency * | concurrencySettings = nullptr, |
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AActor * | owningActor = nullptr, |
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bool | bIsUISound = false ) |
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BlueprintCallable |
Play sound based on the new step.
- Parameters
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stepName | The name of the new step. |
UFUNCTION(BlueprintCallable, meta = (AdvancedDisplay = 1), Category = "Play Sound")
Definition at line 58 of file SoundManager.cpp.
◆ PlaySFXSound()
void USoundManager::PlaySFXSound |
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USoundBase * | soundToPlay | ) |
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BlueprintCallable |
Play independent background sound (don't interrupt others)
UFUNCTION(BlueprintCallable, Category = "Play Sound")
Definition at line 82 of file SoundManager.cpp.
◆ PlaySound()
void USoundManager::PlaySound |
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USoundCue * | soundToPlay | ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Play Sound")
Definition at line 49 of file SoundManager.cpp.
◆ SendEvent()
template<typename TEventType , typename... TInitializeArgs>
void UBaseManager::SendEvent |
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TInitializeArgs... | Arguments | ) |
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inlineinherited |
◆ SetPrivateOwner()
void UBaseManager::SetPrivateOwner |
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APlayerController * | Owner | ) |
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inlineinherited |
◆ ActiveSound
USoundCue* USoundManager::ActiveSound |
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protected |
◆ AudioComponent
UAudioComponent* USoundManager::AudioComponent |
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Components")
Audio component used for playing sounds.
Definition at line 192 of file SoundManager.h.
◆ BackgroundSounds
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (EditCondition="bPlayBackgroundSound", EditConditionHides="bPlayBackgroundSound"), Category = "SoundManager")
Array of the background sounds to play
Definition at line 235 of file SoundManager.h.
◆ BackgroundVolumeMultiplier
float USoundManager::BackgroundVolumeMultiplier = 1.f |
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EditDefaultsOnlyBlueprintReadOnly |
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 0.f, EditCondition="bPlayBackgroundSound", EditConditionHides="bPlayBackgroundSound"), Category = "SoundManager")
Volume Multiplier of background sounds Data object containing parameters for the Sound Manager. Setup this data asset if you want to have different params depending on story.
Definition at line 241 of file SoundManager.h.
◆ bPlayBackgroundSound
bool USoundManager::bPlayBackgroundSound = false |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SoundManager")
Variable indicates whether background sounds will be played
Definition at line 229 of file SoundManager.h.
◆ CurrentStep
FText USoundManager::CurrentStep |
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protected |
◆ CurrentStepHintVODataTable
UDataTable* USoundManager::CurrentStepHintVODataTable |
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Components")
Data table for the current story with step hint voice-over (VO) data.
Definition at line 252 of file SoundManager.h.
◆ CurrentStepVODataTable
UDataTable* USoundManager::CurrentStepVODataTable |
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Components")
Data table for the current story with step voice-over (VO) data.
Definition at line 247 of file SoundManager.h.
◆ GeneralSoundVolumeMultiplier
float USoundManager::GeneralSoundVolumeMultiplier = 1.f |
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EditDefaultsOnlyBlueprintReadOnly |
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 0.f), Category = "SoundManager")
Volume Multiplier of general sound
Definition at line 210 of file SoundManager.h.
◆ Handlers
◆ OnVoEndPlaying
FOnVOEndPlaying USoundManager::OnVoEndPlaying |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable)
Delegate called when voice-over (VO) playback ends.
Definition at line 257 of file SoundManager.h.
◆ PrivateOwner
APlayerController* UBaseManager::PrivateOwner |
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privateinherited |
◆ SFXVolumeMultiplier
float USoundManager::SFXVolumeMultiplier = 1.f |
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EditDefaultsOnlyBlueprintReadOnly |
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 0.f), Category = "SoundManager")
Volume Multiplier of sfx
Definition at line 216 of file SoundManager.h.
◆ SoundManagerParametersData
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SoundManager")
Definition at line 222 of file SoundManager.h.
◆ StepHintVODataTablesArray
TArray<UDataTable*> USoundManager::StepHintVODataTablesArray |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
Array of step hint voice-over (VO) data tables for each story.
Definition at line 204 of file SoundManager.h.
◆ StepVODataTablesArray
TArray<UDataTable*> USoundManager::StepVODataTablesArray |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
Array of step voice-over (VO) data tables for each story.
Definition at line 198 of file SoundManager.h.
The documentation for this class was generated from the following files: