PostEventAtLocation//Attached UE_Log
int32 UAkGameplayStatics::PostEventAtLocation(class UAkAudioEvent* in_pAkEvent, FVector Location, FRotator Orientation, const FString& EventName, UObject* WorldContextObject)
{
if ( in_pAkEvent == NULL && EventName.IsEmpty() )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAtLocation: No Event specified!"));
return AK_INVALID_PLAYING_ID;
}
AkDeviceAndWorld DeviceAndWorld(WorldContextObject);
if (DeviceAndWorld.IsValid())
{
if (in_pAkEvent != NULL) {
//FString *TempAkString = in_pAkEvent->GetName();
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *GetNameSafe(in_pAkEvent));
}
if (!EventName.IsEmpty()) {
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *EventName);
}
return DeviceAndWorld.AkAudioDevice->PostEventAtLocation(GET_AK_EVENT_NAME(in_pAkEvent, EventName), Location, Orientation, DeviceAndWorld.CurrentWorld);
}
return AK_INVALID_PLAYING_ID;
}
//
int32 UAkGameplayStatics::PostEventAttached(class UAkAudioEvent* in_pAkEvent, class AActor* in_pActor, FName in_attachPointName, bool in_stopWhenAttachedToDestroyed, FString EventName)
{
if (in_pAkEvent == NULL && EventName.IsEmpty())
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAttached: No Event specified!"));
return AK_INVALID_PLAYING_ID;
}
if ( in_pActor == NULL )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAttached: NULL Actor specified!"));
return AK_INVALID_PLAYING_ID;
}
AkDeviceAndWorld DeviceAndWorld(in_pActor);
if (DeviceAndWorld.IsValid())
{
if (in_pAkEvent != NULL) {
//FString *TempAkString = in_pAkEvent->GetName();
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *GetNameSafe(in_pAkEvent));
}
if (!EventName.IsEmpty()) {
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *EventName);
}
return DeviceAndWorld.AkAudioDevice->PostEvent(GET_AK_EVENT_NAME(in_pAkEvent, EventName), in_pActor, 0, NULL, NULL, in_stopWhenAttachedToDestroyed);
}
return AK_INVALID_PLAYING_ID;
}
{
if ( in_pAkEvent == NULL && EventName.IsEmpty() )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAtLocation: No Event specified!"));
return AK_INVALID_PLAYING_ID;
}
AkDeviceAndWorld DeviceAndWorld(WorldContextObject);
if (DeviceAndWorld.IsValid())
{
if (in_pAkEvent != NULL) {
//FString *TempAkString = in_pAkEvent->GetName();
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *GetNameSafe(in_pAkEvent));
}
if (!EventName.IsEmpty()) {
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *EventName);
}
return DeviceAndWorld.AkAudioDevice->PostEventAtLocation(GET_AK_EVENT_NAME(in_pAkEvent, EventName), Location, Orientation, DeviceAndWorld.CurrentWorld);
}
return AK_INVALID_PLAYING_ID;
}
//
int32 UAkGameplayStatics::PostEventAttached(class UAkAudioEvent* in_pAkEvent, class AActor* in_pActor, FName in_attachPointName, bool in_stopWhenAttachedToDestroyed, FString EventName)
{
if (in_pAkEvent == NULL && EventName.IsEmpty())
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAttached: No Event specified!"));
return AK_INVALID_PLAYING_ID;
}
if ( in_pActor == NULL )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostEventAttached: NULL Actor specified!"));
return AK_INVALID_PLAYING_ID;
}
AkDeviceAndWorld DeviceAndWorld(in_pActor);
if (DeviceAndWorld.IsValid())
{
if (in_pAkEvent != NULL) {
//FString *TempAkString = in_pAkEvent->GetName();
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *GetNameSafe(in_pAkEvent));
}
if (!EventName.IsEmpty()) {
UE_LOG(LogScript, Warning, TEXT("PostEvent: %s"), *EventName);
}
return DeviceAndWorld.AkAudioDevice->PostEvent(GET_AK_EVENT_NAME(in_pAkEvent, EventName), in_pActor, 0, NULL, NULL, in_stopWhenAttachedToDestroyed);
}
return AK_INVALID_PLAYING_ID;
}
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