5#include "CoreMinimal.h"
6#include "Components/ActorComponent.h"
7#include "GameplayTagContainer.h"
8#include "AudioEmitterComponent.generated.h"
11class UFMODAudioComponent;
14UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
15class CK_UE_API UAudioEmitterComponent :
public UActorComponent
20 UAudioEmitterComponent();
22 UFUNCTION(BlueprintCallable, Category = "
Audio|Tag")
25 UFUNCTION(BlueprintCallable, Category = "
Audio|Tag")
26 bool PlayAudioTag(FGameplayTag AudioTag);
28 UFUNCTION(BlueprintCallable, Category = "
Audio|Tag")
29 bool PlayAudioTagAtLocation(FGameplayTag AudioTag, FVector Location);
31 UFUNCTION(BlueprintCallable, Category = "
Audio|Tag")
32 bool StartLoopAudioTag(FGameplayTag AudioTag,
bool bRestartIfAlreadyPlaying = false);
34 UFUNCTION(BlueprintCallable, Category = "
Audio|Tag")
35 void StopLoopAudioTag(FGameplayTag AudioTag);
37 UFUNCTION(BlueprintCallable, Category = "
Audio|Tag")
38 void StopAllLoopAudioTag();
41 virtual
void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
47 UPROPERTY(EditAnywhere, Category = "Sound")
51 TMap<FGameplayTag, TObjectPtr<UFMODAudioComponent>> ActiveLoopAudioSounds;
Definition AudioData.h:76
Definition GlobalAudioSubsystem.h:22