当前位置: 首页>>代码示例>>C++>>正文


C++ FAudioDeviceManager::IsVisualizeDebug3dEnabled方法代码示例

本文整理汇总了C++中FAudioDeviceManager::IsVisualizeDebug3dEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ FAudioDeviceManager::IsVisualizeDebug3dEnabled方法的具体用法?C++ FAudioDeviceManager::IsVisualizeDebug3dEnabled怎么用?C++ FAudioDeviceManager::IsVisualizeDebug3dEnabled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FAudioDeviceManager的用法示例。


在下文中一共展示了FAudioDeviceManager::IsVisualizeDebug3dEnabled方法的1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: DrawDebugInfo

void FSoundSource::DrawDebugInfo()
{
	// Draw 3d Debug information about this source, if enabled
	FAudioDeviceManager* DeviceManager = GEngine->GetAudioDeviceManager();

	if (DeviceManager && DeviceManager->IsVisualizeDebug3dEnabled())
	{
		const uint32 AudioComponentID = WaveInstance->ActiveSound->GetAudioComponentID();

		if (AudioComponentID > 0)
		{
			DECLARE_CYCLE_STAT(TEXT("FAudioThreadTask.DrawSourceDebugInfo"), STAT_AudioDrawSourceDebugInfo, STATGROUP_TaskGraphTasks);

			USoundBase* Sound = WaveInstance->ActiveSound->GetSound();
			const FVector Location = WaveInstance->Location;

			const bool bSpatialized = Buffer->NumChannels == 2 && WaveInstance->bUseSpatialization;
			const FVector LeftChannelSourceLoc = LeftChannelSourceLocation;
			const FVector RightChannelSourceLoc = RightChannelSourceLocation;

			FAudioThread::RunCommandOnGameThread([AudioComponentID, Sound, bSpatialized, Location, LeftChannelSourceLoc, RightChannelSourceLoc]()
			{
				UAudioComponent* AudioComponent = UAudioComponent::GetAudioComponentFromID(AudioComponentID);
				if (AudioComponent)
				{
					UWorld* SoundWorld = AudioComponent->GetWorld();
					if (SoundWorld)
					{
						FRotator SoundRotation = AudioComponent->GetComponentRotation();
						DrawDebugCrosshairs(SoundWorld, Location, SoundRotation, 20.0f, FColor::White, false, -1.0f, SDPG_Foreground);

						if (bSpatialized)
						{
							DrawDebugCrosshairs(SoundWorld, LeftChannelSourceLoc, SoundRotation, 20.0f, FColor::Red, false, -1.0f, SDPG_Foreground);
							DrawDebugCrosshairs(SoundWorld, RightChannelSourceLoc, SoundRotation, 20.0f, FColor::Green, false, -1.0f, SDPG_Foreground);
						}

						const FString Name = Sound->GetName();
						DrawDebugString(SoundWorld, AudioComponent->GetComponentLocation() + FVector(0, 0, 32), *Name, nullptr, FColor::White, 0.033, false);
					}
				}
			}, GET_STATID(STAT_AudioDrawSourceDebugInfo));
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:45,代码来源:Audio.cpp


注:本文中的FAudioDeviceManager::IsVisualizeDebug3dEnabled方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。