You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
67 lines
2.4 KiB
C++
67 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Engine/DeveloperSettings.h"
|
|
#include "HAL/Platform.h"
|
|
#include "UObject/NameTypes.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "UObject/UObjectGlobals.h"
|
|
#include "AudioDefines.h"
|
|
#include "AudioEditorSettings.generated.h"
|
|
|
|
class UObject;
|
|
struct FPropertyChangedEvent;
|
|
|
|
UCLASS(config = EditorPerProjectUserSettings, defaultconfig, meta = (DisplayName = "Audio"))
|
|
class AUDIOEDITOR_API UAudioEditorSettings : public UDeveloperSettings
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
protected:
|
|
|
|
/** Whether or not should Audio Attenuation be used by default, for Non-Game Worlds*/
|
|
UPROPERTY(EditAnywhere, config, Category = NonGameWorld)
|
|
bool bUseAudioAttenuation = true;
|
|
|
|
public:
|
|
/** Whether to pin the Sound Cue asset type when creating new assets. Requires editor restart to take effect. */
|
|
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
|
|
bool bPinSoundCueInAssetMenu = true;
|
|
|
|
/** Whether to pin the Sound Cue Template asset type when creating new assets. Requires editor restart to take effect. */
|
|
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
|
|
bool bPinSoundCueTemplateInAssetMenu = false;
|
|
|
|
/** Whether to pin the Sound Attenuation asset type when creating new assets. Requires editor restart to take effect. */
|
|
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
|
|
bool bPinSoundAttenuationInAssetMenu = true;
|
|
|
|
/** Whether to pin the Sound Concurrency asset type when creating new assets. Requires editor restart to take effect. */
|
|
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
|
|
bool bPinSoundConcurrencyInAssetMenu = true;
|
|
|
|
/** Set and apply, whether audio attenuation is used for non-game worlds*/
|
|
void SetUseAudioAttenuation(bool bInUseAudioAttenuation);
|
|
|
|
/** Is audio attenuation used for non-game worlds*/
|
|
bool IsUsingAudioAttenuation() const { return bUseAudioAttenuation; };
|
|
|
|
//~ Begin UDeveloperSettings
|
|
virtual FName GetCategoryName() const override { return TEXT("General"); }
|
|
//~ End UDeveloperSettings
|
|
|
|
//~ Begin UObject
|
|
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
|
|
virtual void PostInitProperties();
|
|
//~ End UObject
|
|
|
|
private:
|
|
|
|
/** Apply non-game world attenuation setting for all AudioDevices.*/
|
|
void ApplyAttenuationForAllAudioDevices();
|
|
|
|
/** Apply non-game world attenuation setting for AudioDevice with given ID.*/
|
|
void ApplyAttenuationForAudioDevice(Audio::FDeviceId InDeviceID);
|
|
};
|