本文整理汇总了C++中FAkAudioDevice类的典型用法代码示例。如果您正苦于以下问题:C++ FAkAudioDevice类的具体用法?C++ FAkAudioDevice怎么用?C++ FAkAudioDevice使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FAkAudioDevice类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UE_LOG
void UAkGameplayStatics::PostEvent(class UAkAudioEvent* in_pAkEvent, class AActor* in_pActor, bool in_stopWhenAttachedToDestroyed, FString EventName)
{
if (in_pAkEvent == NULL && EventName.IsEmpty())
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEvent: No Event specified!"));
return;
}
if ( in_pActor == NULL )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEvent: NULL Actor specified!"));
return;
}
FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();
UWorld* CurrentWorld = in_pActor->GetWorld();
if( CurrentWorld->AllowAudioPlayback() && AkAudioDevice )
{
if (in_pAkEvent != NULL)
{
AkAudioDevice->PostEvent(in_pAkEvent, in_pActor, 0, NULL, NULL, in_stopWhenAttachedToDestroyed);
}
else
{
AkAudioDevice->PostEvent(EventName, in_pActor, 0, NULL, NULL, in_stopWhenAttachedToDestroyed);
}
}
}
示例2: UnloadBankByName
void UAkGameplayStatics::UnloadBankByName(const FString& BankName)
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
if(AudioDevice->GetAkBankManager() != NULL )
{
for ( TObjectIterator<UAkAudioBank> Iter; Iter; ++Iter )
{
if( Iter->GetName() == BankName )
{
Iter->Unload();
return;
}
}
// Bank not found in the assets, unload it by name anyway
AudioDevice->UnloadBank(BankName);
}
else
{
AudioDevice->UnloadBank(BankName);
}
}
}
示例3: LoadBankByName
void UAkGameplayStatics::LoadBankByName(const FString& BankName)
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
if(AudioDevice->GetAkBankManager() != NULL )
{
for ( TObjectIterator<UAkAudioBank> Iter; Iter; ++Iter )
{
if( Iter->GetName() == BankName )
{
Iter->Load();
return;
}
}
// Bank not found in the assets, load it by name anyway
AkUInt32 bankID;
AudioDevice->LoadBank(BankName, AK_DEFAULT_POOL_ID, bankID);
}
else
{
AkUInt32 bankID;
AudioDevice->LoadBank(BankName, AK_DEFAULT_POOL_ID, bankID);
}
}
}
示例4: StopProfilerCapture
void UAkGameplayStatics::StopProfilerCapture()
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
AudioDevice->StopProfilerCapture();
}
}
示例5: LoadInitBank
void UAkGameplayStatics::LoadInitBank()
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
AudioDevice->LoadInitBank();
}
}
示例6: LoadInitBank
void FAssetTypeActions_AkAudioBank::LoadInitBank(TArray<TWeakObjectPtr<UAkAudioBank>> Objects)
{
FAkAudioDevice* AudioDevice = FAkAudioDevice::Get();
if ( AudioDevice )
{
AudioDevice->LoadInitBank();
}
}
示例7: StopAll
void UAkGameplayStatics::StopAll()
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
AudioDevice->StopAllSounds();
}
}
示例8: ClearBanks
void UAkGameplayStatics::ClearBanks()
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
AudioDevice->ClearBanks();
}
}
示例9: RefreshAllBanks
void FAssetTypeActions_AkAudioBank::RefreshAllBanks(TArray<TWeakObjectPtr<UAkAudioBank>> Objects)
{
FAkAudioDevice* AudioDevice = FAkAudioDevice::Get();
if ( AudioDevice )
{
AudioDevice->ReloadAllReferencedBanks();
}
}
示例10: SetState
void UAkGameplayStatics::SetState( FName stateGroup, FName state )
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice && stateGroup.IsValid() && state.IsValid() )
{
AudioDevice->SetState( *stateGroup.ToString() , *state.ToString() );
}
}
示例11: AddOutputCaptureMarker
void UAkGameplayStatics::AddOutputCaptureMarker(const FString& MarkerText)
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice )
{
AudioDevice->AddOutputCaptureMarker(MarkerText);
}
}
示例12: SetRTPCValue
void UAkGameplayStatics::SetRTPCValue( FName RTPC, float Value, int32 InterpolationTimeMs = 0, class AActor* Actor = NULL )
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice && RTPC.IsValid() )
{
AudioDevice->SetRTPCValue( *RTPC.ToString(), Value, InterpolationTimeMs, Actor );
}
}
示例13: PostEventAtLocationByName
void UAkGameplayStatics::PostEventAtLocationByName( const FString& EventName, FVector Location, FRotator Orientation, UObject* WorldContextObject )
{
FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();
UWorld* CurrentWorld = GEngine->GetWorldFromContextObject(WorldContextObject);
if( CurrentWorld->AllowAudioPlayback() && AkAudioDevice )
{
AkAudioDevice->PostEventAtLocation(EventName, Location, Orientation.Vector(), GEngine->GetWorldFromContextObject(WorldContextObject) );
}
}
示例14: InputBankSet
void UAkGameplayStatics::LoadBanks(const TArray<UAkAudioBank *>& SoundBanks, bool SynchronizeSoundBanks)
{
if( SynchronizeSoundBanks )
{
TSet<UAkAudioBank*> BanksToUnload;
TSet<UAkAudioBank*> BanksToLoad;
TSet<UAkAudioBank*> InputBankSet(SoundBanks);
FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();
if( AkAudioDevice )
{
FAkBankManager* BankManager = AkAudioDevice->GetAkBankManager();
if( BankManager )
{
FScopeLock Lock(&BankManager->m_BankManagerCriticalSection);
const TSet<UAkAudioBank *>* LoadedBanks = BankManager->GetLoadedBankList();
// We load what's in the input set, but not in the already loaded set
BanksToLoad = InputBankSet.Difference(*LoadedBanks);
// We unload what's in the loaded set but not in the input set
BanksToUnload = LoadedBanks->Difference(InputBankSet);
}
else
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::LoadBanks: Bank Manager unused, and CleanUpBanks set to true!"));
}
}
for(TSet<UAkAudioBank*>::TConstIterator LoadIter(BanksToLoad); LoadIter; ++LoadIter)
{
if( *LoadIter != NULL )
{
(*LoadIter)->Load();
}
}
for(TSet<UAkAudioBank*>::TConstIterator UnloadIter(BanksToUnload); UnloadIter; ++UnloadIter)
{
if( *UnloadIter != NULL )
{
(*UnloadIter)->Unload();
}
}
}
else
{
for(TArray<UAkAudioBank*>::TConstIterator LoadIter(SoundBanks); LoadIter; ++LoadIter)
{
if( *LoadIter != NULL )
{
(*LoadIter)->Load();
}
}
}
}
示例15: SpawnAkComponentAtLocation
UAkComponent* UAkGameplayStatics::SpawnAkComponentAtLocation(UObject* WorldContextObject, class UAkAudioEvent* AkEvent, FVector Location, FRotator Orientation, bool AutoPost, const FString& EventName, bool AutoDestroy /* = true*/ )
{
FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();
UWorld* CurrentWorld = GEngine->GetWorldFromContextObject(WorldContextObject);
if( CurrentWorld && CurrentWorld->AllowAudioPlayback() && AkAudioDevice )
{
return AkAudioDevice->SpawnAkComponentAtLocation(AkEvent, Location, Orientation, AutoPost, EventName, AutoDestroy, CurrentWorld );
}
return nullptr;
}