本文整理汇总了C++中FAkAudioDevice::PostEventAtLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ FAkAudioDevice::PostEventAtLocation方法的具体用法?C++ FAkAudioDevice::PostEventAtLocation怎么用?C++ FAkAudioDevice::PostEventAtLocation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FAkAudioDevice
的用法示例。
在下文中一共展示了FAkAudioDevice::PostEventAtLocation方法的2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: 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2: PostEventAtLocation
void UAkGameplayStatics::PostEventAtLocation( class UAkAudioEvent* in_pAkEvent, FVector Location, FRotator Orientation, const FString& EventName, UObject* WorldContextObject )
{
if ( in_pAkEvent == NULL && EventName.IsEmpty() )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAtLocation: No Event specified!"));
return;
}
FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();
UWorld* CurrentWorld = GEngine->GetWorldFromContextObject(WorldContextObject);
if( CurrentWorld->AllowAudioPlayback() && AkAudioDevice )
{
if (in_pAkEvent != NULL)
{
AkAudioDevice->PostEventAtLocation(in_pAkEvent, Location, Orientation.Vector(), GEngine->GetWorldFromContextObject(WorldContextObject));
}
else
{
AkAudioDevice->PostEventAtLocation(EventName, Location, Orientation.Vector(), GEngine->GetWorldFromContextObject(WorldContextObject));
}
}
}