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39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Sound/SoundNode.h"
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#include "SoundNodeSoundClass.generated.h"
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class USoundClass;
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struct FActiveSound;
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struct FSoundParseParameters;
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struct FWaveInstance;
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/**
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* Remaps the SoundClass of SoundWaves underneath this
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*/
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UCLASS(hidecategories=Object, editinlinenew, MinimalAPI, meta=( DisplayName="SoundClass" ))
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class USoundNodeSoundClass : public USoundNode
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=SoundClass)
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TObjectPtr<USoundClass> SoundClassOverride;
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public:
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//~ Begin USoundNode Interface.
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virtual void ParseNodes( class FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstanceHash, FActiveSound& ActiveSound, const FSoundParseParameters& ParseParams, TArray<FWaveInstance*>& WaveInstances ) override;
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//~ End USoundNode Interface.
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virtual void PostLoad() override;
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virtual void BeginDestroy() override;
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private:
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// This is set to true if this node's soundclass specifically dictates that a sound should be retained.
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bool bRetainingAudioDueToSoundClass;
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};
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