Merge branch 'Music-System' into dev
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commit
50605f7d8e
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Drums.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Drums.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Hats_and_clap.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Hats_and_clap.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/combat_Continuous.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/combat_Continuous.uasset
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CombatAudioAutomation.h"
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#include "Components/AudioComponent.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values for this component's properties
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UCombatAudioAutomation::UCombatAudioAutomation()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UCombatAudioAutomation::BeginPlay()
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{
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Super::BeginPlay();
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for (USoundBase* Track : StealthTracks)
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{
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UAudioComponent* AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), Track);
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AllAudioComponents.Add(AudioComponent);
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StealthTracksAudioComponents.Add(AudioComponent);
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}
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UAudioComponent* AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), InvestigatedTrack);
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AllAudioComponents.Add(AudioComponent);
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InvestigatedTrackAudioComponent = AudioComponent;
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AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), CombatStartTrack);
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AllAudioComponents.Add(AudioComponent);
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CombatStartTrackAudioComponent = AudioComponent;
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AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), CombatContinuousTrack);
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AllAudioComponents.Add(AudioComponent);
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CombatContinuousTrackAudioComponent = AudioComponent;
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}
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// Called every frame
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void UCombatAudioAutomation::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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void UCombatAudioAutomation::StartStealthTrack()
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{
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// Play the stealth tracks in order after the previous one has finished
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}
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void UCombatAudioAutomation::StartCombatTrack()
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{
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}
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void UCombatAudioAutomation::StartInvestigatedTrack()
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{
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}
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void UCombatAudioAutomation::StopTracks()
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{
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for (UAudioComponent* AudioComponent : AllAudioComponents)
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{
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AudioComponent->Stop();
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}
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}
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@ -0,0 +1,47 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "CombatAudioAutomation.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class ENDLESSVENDETTA_API UCombatAudioAutomation : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UCombatAudioAutomation();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Audio")
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TArray<USoundBase*> StealthTracks;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Audio")
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USoundBase* InvestigatedTrack;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Audio")
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USoundBase* CombatStartTrack;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Audio")
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USoundBase* CombatContinuousTrack;
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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private:
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TArray<UAudioComponent*> AllAudioComponents;
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TArray<UAudioComponent*> StealthTracksAudioComponents;
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UAudioComponent* InvestigatedTrackAudioComponent;
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UAudioComponent* CombatStartTrackAudioComponent;
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UAudioComponent* CombatContinuousTrackAudioComponent;
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void StartStealthTrack();
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void StartCombatTrack();
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void StartInvestigatedTrack();
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void StopTracks();
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};
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