UAudioGameplayVolumeSubsystem

[UAudioGameplayVolumeSubsystem](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeSubsystem)

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Inheritance Hierarchy

References

Module

AudioGameplayVolume

Header

/Engine/Plugins/AudioGameplayVolume/Source/AudioGameplayVolume/Public/AudioGameplayVolumeSubsystem.h

Include

#include "AudioGameplayVolumeSubsystem.h"

Syntax

UCLASS()
class UAudioGameplayVolumeSubsystem :
    public UAudioEngineSubsystem,
    public IActiveSoundUpdateInterface

Remarks

Variables

Name Description

Protected variable

TMap< uint32, F...

 

ActiveSoundData

A collection of data about currently playing active sounds, indexed by the sound's unique ID.

Protected variable UProperty Transient

TMap< uint32, c...

 

AGVComponents

Components in our system.

Protected variable

TArray< FAudioG...

 

AGVListeners

Audio thread representation of Listeners.

Protected variable

bool

 

bHasStaleProxy

Force an enter / exit of a volume to handle data changing while a proxy is active.

Protected variable

float

 

NextUpdateDeltaTime

Time when next update happens relative to last update.

Protected variable

int32

 

PreviousProxyCount

The number of proxy volumes from the previous update.

Protected variable

TArray< TWeakOb...

 

ProxyVolumes

Audio thread representation of Volumes.

Protected variable

float

 

TimeSinceUpdate

Time since last update call, in seconds.

Protected variable

TMap< uint32, F...

 

WorldProxyLists

A collection of listener & volume intersection data, by worldID.

Destructors

Functions

Name Description

Protected function

bool

 

AddProxy

(Audio Thread Only) Add, Update, Remove ProxyVolumes

Public function

void

 

AddVolumeComponent

(
    const UAudioGameplayVolumeProxyComp...
)

Add a volume to the system

Protected function Const

bool

 

DoesSupportWorld

(
    UWorld* World
)

Returns true if we allow volumes from the world's type

Protected function Const

bool

 

IsAnyListenerInVolume

(
    uint32 WorldID,
    uint32 VolumeID
)

Returns true if a listener associated with WorldID is inside the volume (by ID)

Protected function

bool

 

RemoveProxy

(
    uint32 AudioGameplayVolumeID
)

Public function

void

 

RemoveVolumeComponent

(
    const UAudioGameplayVolumeProxyComp...
)

Remove a volume from the system

Protected function Const

void

 

UpdateComponentsFromProxyInfo

(
    const FAudioGameplayProxyUpdateResu...
)

Update the components driven by proxies on the game thread

Protected function

void

 

UpdateFromListeners()

Update our representation of audio listeners on the audio thread

Protected function

bool

 

UpdateProxy

Public function

void

 

UpdateVolumeComponent

(
    const UAudioGameplayVolumeProxyComp...
)

Update an existing volume in the system

Overridden from UAudioEngineSubsystem

Name Description

Public function Virtual

void

 

Update()

Override to get an update call during AudioDevice::Update

Overridden from USubsystem

Name Description

Public function Virtual Const

bool

 

ShouldCreateSubsystem

(
    UObject* Outer
)

Override to control if the Subsystem should be created at all.

Overridden from IActiveSoundUpdateInterface

Name Description

Public function Virtual

void

 

ApplyInteriorSettings

(
    const FActiveSound& ActiveSound,
    FSoundParseParameters& ParseParams
)

Applies interior data previously collected to the active sound and parse parameters.

Public function Virtual

void

 

GatherInteriorData

(
    const FActiveSound& ActiveSound,
    FSoundParseParameters& ParseParams
)

Gathers interior data that can affect the active sound.

Public function Virtual

void

 

OnNotifyPendingDelete

(
    const FActiveSound& ActiveSound
)

Called when the active sound is being removed from the audio engine