Files
UnrealEngineUWP/Engine/Source/Runtime/Engine/Classes/Sound/DialogueSoundWaveProxy.h
aaron mcleran 48af5ea956 Fixing up warnings about one-shots with MetaSounds
- changing GetDuration(), IsLooping(), and IsOneShot() to be const for better consistency on API (const-cast the one case that is not const for caching data)
- Renaming SoundCue param in GameplayCueNotify for sounds to Sound since it's not a SoundCue.

#rb Rob.Gay, Maxwell.Hayes
#jira UE-138532
#preflight https://horde.devtools.epicgames.com/job/61e73d73b56c33b8ecfadb1a
#p4v-preflight-copy 18647645

#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18650552 in //UE5/Release-5.0/... via CL 18650576 via CL 18650607
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18650642 by aaron mcleran in ue5-main branch]
2022-01-18 18:05:56 -05:00

53 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Sound/SoundBase.h"
#include "DialogueSoundWaveProxy.generated.h"
class USoundWave;
struct FActiveSound;
struct FSoundParseParameters;
UCLASS()
class UDialogueSoundWaveProxy : public USoundBase
{
GENERATED_UCLASS_BODY()
friend class UDialogueWave;
USoundWave* SoundWave;
TArray<struct FSubtitleCue> Subtitles;
public:
/** Returns whether the sound base is set up in a playable manner */
virtual bool IsPlayable() const override;
/** Returns a pointer to the attenuation settings that are to be applied for this node */
virtual const FSoundAttenuationSettings* GetAttenuationSettingsToApply() const override;
/**
* Returns the farthest distance at which the sound could be heard
*/
virtual float GetMaxDistance() const override;
/**
* Returns the length of the sound
*/
virtual float GetDuration() const override;
virtual float GetVolumeMultiplier() override;
virtual float GetPitchMultiplier() override;
/**
* Parses the Sound to generate the WaveInstances to play
*/
virtual void Parse( class FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstanceHash, FActiveSound& AudioComponent, const FSoundParseParameters& ParseParams, TArray<FWaveInstance*>& WaveInstances ) override;
virtual USoundClass* GetSoundClass() const override;
virtual class UCurveTable* GetCurveData() const override;
};