Update Music System to Be Responsive
This commit is contained in:
parent
10938d7b8d
commit
75fc2e0aca
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Combat_start__808s_.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Combat_start__808s_.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Drums.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Drums.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Guitar.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Guitar.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Hats_and_clap.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Hats_and_clap.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Sound_effect.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/Sound_effect.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/combat_Continuous.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Audio/Music/Combat_track_1/combat_Continuous.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
@ -20,43 +20,67 @@ UCombatAudioAutomation::UCombatAudioAutomation()
|
||||
|
||||
void UCombatAudioAutomation::InCombat()
|
||||
{
|
||||
if (bInCombat) return;
|
||||
bInCombat = true;
|
||||
StopTracks();
|
||||
AudioTrackQueue.Empty();
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::CombatStart);
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::CombatContinuous);
|
||||
AudioSync();
|
||||
}
|
||||
|
||||
void UCombatAudioAutomation::OutOfCombat()
|
||||
{
|
||||
bInCombat = false;
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::StopCombat);
|
||||
StopTracks();
|
||||
if (bBeingInvestigated)
|
||||
{
|
||||
Investigated();
|
||||
return;
|
||||
}
|
||||
if (bInRestrictedArea) InRestrictedArea();
|
||||
}
|
||||
|
||||
void UCombatAudioAutomation::Investigated()
|
||||
{
|
||||
if (bBeingInvestigated) return;
|
||||
bBeingInvestigated = true;
|
||||
if (bInCombat) return;
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::Investigated);
|
||||
if (!bInRestrictedArea) return;
|
||||
|
||||
StealthTracksAudioComponents[0]->Stop();
|
||||
StealthTracksAudioComponents[1]->Stop();
|
||||
StealthTracksAudioComponents[2]->Stop();
|
||||
InvestigatedTrackAudioComponent->Play();
|
||||
}
|
||||
|
||||
void UCombatAudioAutomation::NotBeingInvestigated()
|
||||
{
|
||||
if (bInCombat) return;
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::StopStealth);
|
||||
bBeingInvestigated = false;
|
||||
InvestigatedTrackAudioComponent->Stop();
|
||||
if (bInRestrictedArea) InRestrictedArea();
|
||||
}
|
||||
|
||||
void UCombatAudioAutomation::InRestrictedArea()
|
||||
{
|
||||
if (bInCombat) return;
|
||||
if (bInRestrictedArea) return;
|
||||
bInRestrictedArea = true;
|
||||
if (bInCombat) return;
|
||||
if (bBeingInvestigated) return;
|
||||
AudioTrackQueue.Empty();
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::Stealth1);
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::Stealth2);
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::Stealth3);
|
||||
AudioSync();
|
||||
}
|
||||
|
||||
void UCombatAudioAutomation::NotInRestrictedArea()
|
||||
{
|
||||
if (bInCombat) return;
|
||||
bInRestrictedArea = false;
|
||||
AudioTrackQueue.Enqueue(EAudioTrack::StopStealth);
|
||||
if (bInCombat) return;
|
||||
StealthTracksAudioComponents[0]->Stop();
|
||||
StealthTracksAudioComponents[1]->Stop();
|
||||
StealthTracksAudioComponents[2]->Stop();
|
||||
}
|
||||
|
||||
// Called when the game starts
|
||||
@ -66,24 +90,22 @@ void UCombatAudioAutomation::BeginPlay()
|
||||
|
||||
for (USoundBase* Track : StealthTracks)
|
||||
{
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), Track);
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::CreateSound2D(GetWorld(), Track, 1.0f, 1.0f, 0.0f, nullptr, false, false);
|
||||
AllAudioComponents.Add(AudioComponent);
|
||||
StealthTracksAudioComponents.Add(AudioComponent);
|
||||
}
|
||||
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), InvestigatedTrack);
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::CreateSound2D(GetWorld(), InvestigatedTrack, 1.0f, 1.0f, 0.0f, nullptr, false, false);
|
||||
AllAudioComponents.Add(AudioComponent);
|
||||
InvestigatedTrackAudioComponent = AudioComponent;
|
||||
|
||||
AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), CombatStartTrack);
|
||||
AudioComponent = UGameplayStatics::CreateSound2D(GetWorld(), CombatStartTrack, 1.0f, 1.0f, 0.0f, nullptr, false, false);
|
||||
AllAudioComponents.Add(AudioComponent);
|
||||
CombatStartTrackAudioComponent = AudioComponent;
|
||||
|
||||
AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), CombatContinuousTrack);
|
||||
AudioComponent = UGameplayStatics::CreateSound2D(GetWorld(), CombatContinuousTrack, 1.0f, 1.0f, 0.0f, nullptr, false, false);
|
||||
AllAudioComponents.Add(AudioComponent);
|
||||
CombatContinuousTrackAudioComponent = AudioComponent;
|
||||
|
||||
GetWorld()->GetTimerManager().SetTimer(AudioSyncTimer, this, &UCombatAudioAutomation::PlayQueued, 5.33333f, true, 1.0f);
|
||||
}
|
||||
|
||||
|
||||
@ -91,10 +113,10 @@ void UCombatAudioAutomation::PlayQueued()
|
||||
{
|
||||
if (AudioTrackQueue.IsEmpty()) return;
|
||||
|
||||
EAudioTrack AudioTrack;
|
||||
AudioTrackQueue.Dequeue(AudioTrack);
|
||||
EAudioTrack Track;
|
||||
AudioTrackQueue.Dequeue(Track);
|
||||
|
||||
switch (AudioTrack)
|
||||
switch (Track)
|
||||
{
|
||||
case EAudioTrack::Stealth1:
|
||||
StealthTracksAudioComponents[0]->Play();
|
||||
@ -105,12 +127,6 @@ void UCombatAudioAutomation::PlayQueued()
|
||||
case EAudioTrack::Stealth3:
|
||||
StealthTracksAudioComponents[2]->Play();
|
||||
break;
|
||||
case EAudioTrack::Investigated:
|
||||
StealthTracksAudioComponents[0]->Stop();
|
||||
StealthTracksAudioComponents[1]->Stop();
|
||||
StealthTracksAudioComponents[2]->Stop();
|
||||
InvestigatedTrackAudioComponent->Play();
|
||||
break;
|
||||
case EAudioTrack::CombatStart:
|
||||
CombatStartTrackAudioComponent->Play();
|
||||
break;
|
||||
@ -118,21 +134,6 @@ void UCombatAudioAutomation::PlayQueued()
|
||||
CombatStartTrackAudioComponent->Stop();
|
||||
CombatContinuousTrackAudioComponent->Play();
|
||||
break;
|
||||
case EAudioTrack::StopStealth:
|
||||
for (UAudioComponent* AudioComponent : StealthTracksAudioComponents)
|
||||
{
|
||||
AudioComponent->Stop();
|
||||
}
|
||||
break;
|
||||
case EAudioTrack::StopInvestigated:
|
||||
InvestigatedTrackAudioComponent->Stop();
|
||||
break;
|
||||
case EAudioTrack::StopCombat:
|
||||
CombatStartTrackAudioComponent->Stop();
|
||||
CombatContinuousTrackAudioComponent->Stop();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -150,3 +151,12 @@ void UCombatAudioAutomation::StopTracks()
|
||||
AudioComponent->Stop();
|
||||
}
|
||||
}
|
||||
|
||||
void UCombatAudioAutomation::AudioSync()
|
||||
{
|
||||
if (GetWorld()->GetTimerManager().IsTimerActive(AudioSyncTimer))
|
||||
{
|
||||
GetWorld()->GetTimerManager().ClearTimer(AudioSyncTimer);
|
||||
}
|
||||
GetWorld()->GetTimerManager().SetTimer(AudioSyncTimer, this, &UCombatAudioAutomation::PlayQueued, 5.33333f, true, 0.2f);
|
||||
}
|
||||
|
@ -12,12 +12,8 @@ enum class EAudioTrack : uint8
|
||||
Stealth1,
|
||||
Stealth2,
|
||||
Stealth3,
|
||||
Investigated,
|
||||
CombatStart,
|
||||
CombatContinuous,
|
||||
StopStealth,
|
||||
StopInvestigated,
|
||||
StopCombat,
|
||||
CombatContinuous
|
||||
};
|
||||
|
||||
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
|
||||
@ -72,9 +68,11 @@ private:
|
||||
|
||||
bool bInCombat = false;
|
||||
bool bInRestrictedArea = false;
|
||||
bool bBeingInvestigated = false;
|
||||
|
||||
void StopTracks();
|
||||
|
||||
UPROPERTY()
|
||||
FTimerHandle AudioSyncTimer;
|
||||
void AudioSync();
|
||||
};
|
||||
|
@ -97,7 +97,7 @@ void AEndlessVendettaCharacter::IncrementBeingInvestigatedCount()
|
||||
void AEndlessVendettaCharacter::DecrementBeingInvestigatedCount()
|
||||
{
|
||||
BeingInvestigatedCount--;
|
||||
if (BeingInvestigatedCount <= 0)
|
||||
if (BeingInvestigatedCount <= 0 && bIsBeingInvestigated)
|
||||
{
|
||||
bIsBeingInvestigated = false;
|
||||
Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->NotBeingInvestigated();
|
||||
|
Loading…
Reference in New Issue
Block a user