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Code/EnginePlugins/MiniAudioPlugin/Resources/MiniAudioSoundResource.h
61 строка
2 KB
Jan Krassnigg
Fixed several public header includes (#1753)
03 янв 2026, 21:23
Не верифицирован
03 янв 2026, 21:23
1a4bcb1
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#pragma once #include <Core/ResourceManager/Resource.h> #include <MiniAudioPlugin/MiniAudioPluginDLL.h> class ezRandom; class ezWorld; struct ezMiniAudioSoundInstance; struct ezComponentHandle; using ezMiniAudioSoundResourceHandle = ezTypedResourceHandle<class ezMiniAudioSoundResource>; struct EZ_MINIAUDIOPLUGIN_DLL ezMiniAudioSoundResourceDescriptor{ // empty, these types of resources must be loaded from file }; class EZ_MINIAUDIOPLUGIN_DLL ezMiniAudioSoundResource : public ezResource { EZ_ADD_DYNAMIC_REFLECTION(ezMiniAudioSoundResource, ezResource); EZ_RESOURCE_DECLARE_COMMON_CODE(ezMiniAudioSoundResource); EZ_RESOURCE_DECLARE_CREATEABLE(ezMiniAudioSoundResource, ezMiniAudioSoundResourceDescriptor); public: ezMiniAudioSoundResource(); ~ezMiniAudioSoundResource(); const ezDataBuffer& GetAudioData() const; const ezDataBuffer& GetAudioData(ezRandom& ref_rng) const; bool GetLoop() const { return m_bLoop; } float GetVolume(ezRandom& ref_rng) const; float GetPitch(ezRandom& ref_rng) const; bool GetSpatialize() const { return m_bSpatialize; } float GetDopplerFactor() const { return m_fDopplerFactor; } float GetMinDistance() const { return m_fMinDistance; } float GetMaxDistance() const { return m_fMaxDistance; } float GetRolloff() const { return m_fRolloff; } /// \brief Instantiates the sound, all arguments are optional. ezMiniAudioSoundInstance* InstantiateSound(ezRandom* pRng, ezWorld* pWorld, const ezComponentHandle& hComponent); private: virtual ezResourceLoadDesc UnloadData(Unload WhatToUnload) override; virtual ezResourceLoadDesc UpdateContent(ezStreamReader* pStream) override; virtual void UpdateMemoryUsage(MemoryUsage& out_NewMemoryUsage) override; private: ezHybridArray<ezDataBuffer, 1> m_AudioData; ezString m_sSoundGroup; bool m_bLoop = false; float m_fMinVolume = 1.0f; float m_fMaxVolume = 1.0f; float m_fMinDistance = 1.0f; float m_fMaxDistance = 10.0f; float m_fMinPitch = 1.0f; float m_fMaxPitch = 1.0f; bool m_bSpatialize = true; float m_fDopplerFactor = 1.0f; float m_fRolloff = 1.0f; };