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Add data to spat params to allow using the AttenuationDistance (which may differ from distance to listener)
- Work done specifically for SourceEffectSimpleDelay to use it for "DelaySpeedBasedOnDistance" calculations Impact: Prevents pitch warble when moving the camera around quickly for projects that use an attenuation override #rb Aaron.McLeran, Ryan.Mangin #ROBOMERGE-AUTHOR: seth.weedin #ROBOMERGE-SOURCE: CL 20130485 via CL 20130494 via CL 20130515 via CL 20130536 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) [CL 20132808 by seth weedin in ue5-main branch]
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@@ -91,6 +91,9 @@ struct FSpatializationParams
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/** The distance between listener and emitter. */
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float Distance;
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/** The distance used to compute attenuation. Maybe different from the distance between listener and emitter if it's overridden. */
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float AttenuationDistance;
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/** The normalized omni radius, or the radius that will blend a sound to non-3d */
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float NormalizedOmniRadius;
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@@ -107,6 +110,7 @@ struct FSpatializationParams
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, LeftChannelPosition(FVector::ZeroVector)
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, RightChannelPosition(FVector::ZeroVector)
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, Distance(0.0f)
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, AttenuationDistance(0.0f)
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, NormalizedOmniRadius(0.0f)
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, AudioClock(0.0)
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{}
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