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API > API/Plugins > API/Plugins/AudioGameplayVolume
Component used to drive interaction with AudioGameplayVolumeSubsystem ("Audio Toggle" subsystem).
This is the component that makes the owning actor behave like an Audio Toggle, and where you can configure how a toggle can be active or inactive (through its Toggle Condition). Blueprints can bind arbitrary effects to the toggle becoming On or Off through this component's "On Toggled On" and "On Toggled Off" events. But you will usually want to add Audio
NOTE: Do not inherit from this class, use UAudioGameplayVolumeComponentBase or UAudioGameplayVolumeMutator to create extendable functionality.
| Name | UAudioGameplayVolumeComponent |
| Type | class |
| Header File | /Engine/Plugins/AudioGameplayVolume/Source/AudioGameplayVolume/Public/AudioGameplayVolumeComponent.h |
| Include Path | #include "AudioGameplayVolumeComponent.h" |
Syntax
UCLASS (MinimalAPI, Config=Game, ClassGroup=("AudioGameplay"),
Meta=(BlueprintSpawnableComponent, IsBlueprintBase=false, DisplayName="Audio Toggle"))
class UAudioGameplayVolumeComponent : public UAudioGameplayComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UAudioGameplayComponent → UAudioGameplayVolumeComponent
Implements Interfaces
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UAudioGameplayVolumeComponent() |
AudioGameplayVolumeComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnProxyEnter | FOnAudioGameplayVolumeProxyStateChange | Blueprint event for proxy enter | AudioGameplayVolumeComponent.h |
|
| OnProxyExit | FOnAudioGameplayVolumeProxyStateChange | Blueprint event for proxy exit | AudioGameplayVolumeComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EnterProxy() |
Called when the proxy is 'entered' - This is when the proxy goes from zero listeners to at least one. | AudioGameplayVolumeComponent.h | |
void ExitProxy() |
Called when the proxy is 'exited' - This is when the proxy goes from at least one listeners to zero. | AudioGameplayVolumeComponent.h | |
UAudioGameplayVolumeComponent final
(
const FObjectInitializer& ObjectInitializer |
AudioGameplayVolumeComponent.h | ||
UAudioGameplayVolumeProxy * GetProxy() |
AudioGameplayVolumeComponent.h | ||
void OnComponentDataChanged() |
Called by a component on same actor to notify our proxy may need updating | AudioGameplayVolumeComponent.h | |
void SetProxy
(
UAudioGameplayVolumeProxy* NewProxy |
AudioGameplayVolumeComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddProxy() |
AudioGameplayVolumeComponent.h | ||
virtual void Disable() |
AudioGameplayVolumeComponent.h | ||
virtual void Enable() |
AudioGameplayVolumeComponent.h | ||
UAudioGameplayVolumeSubsystem * GetSubsystem() |
AudioGameplayVolumeComponent.h | ||
virtual void OnRegister() |
AudioGameplayVolumeComponent.h | ||
virtual void OnUnregister() |
AudioGameplayVolumeComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AudioGameplayVolumeComponent.h | ||
void RemoveProxy() |
AudioGameplayVolumeComponent.h | ||
void UpdateProxy() |
AudioGameplayVolumeComponent.h |