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类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));
}
}
}