Add weather audio cues
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// Copyright Pacificao. All Rights Reserved.
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#include "AgrarianWeatherAudioController.h"
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#include "AgrarianGameState.h"
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#include "Components/AudioComponent.h"
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#include "Components/SceneComponent.h"
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#include "Engine/World.h"
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AAgrarianWeatherAudioController::AAgrarianWeatherAudioController()
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{
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = false;
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SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot"));
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RootComponent = SceneRoot;
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AmbientAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("AmbientAudio"));
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AmbientAudio->SetupAttachment(SceneRoot);
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AmbientAudio->bAutoActivate = false;
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RainAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("RainAudio"));
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RainAudio->SetupAttachment(SceneRoot);
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RainAudio->bAutoActivate = false;
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WindAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("WindAudio"));
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WindAudio->SetupAttachment(SceneRoot);
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WindAudio->bAutoActivate = false;
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StormAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("StormAudio"));
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StormAudio->SetupAttachment(SceneRoot);
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StormAudio->bAutoActivate = false;
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}
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void AAgrarianWeatherAudioController::BeginPlay()
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{
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Super::BeginPlay();
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AssignConfiguredSounds();
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RefreshWeatherAudio(0.0f);
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}
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void AAgrarianWeatherAudioController::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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RefreshWeatherAudio(DeltaSeconds);
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}
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void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
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{
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const UWorld* World = GetWorld();
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const AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
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if (!GameState)
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{
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return;
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}
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CurrentWeather = GameState->Weather;
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const float WindAlpha = GetProviderWindAlpha(GameState->ActiveWeatherInputs.WindSpeedKmh, GameState->ActiveWeatherInputs.bHasProviderData);
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float TargetRainVolume = 0.0f;
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float TargetWindVolume = WindAlpha * MaxWindVolume;
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float TargetStormVolume = 0.0f;
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switch (GameState->Weather)
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{
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case EAgrarianWeatherType::Rain:
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TargetRainVolume = MaxRainVolume;
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TargetWindVolume = FMath::Max(TargetWindVolume, MaxWindVolume * 0.25f);
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break;
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case EAgrarianWeatherType::ColdWind:
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TargetWindVolume = FMath::Max(TargetWindVolume, MaxWindVolume * 0.7f);
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break;
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case EAgrarianWeatherType::Storm:
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TargetRainVolume = MaxRainVolume;
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TargetWindVolume = MaxWindVolume;
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TargetStormVolume = MaxStormVolume;
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break;
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default:
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break;
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}
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const float TargetAmbientVolume = GameState->IsNight() ? AmbientNightVolume : AmbientDayVolume;
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const float InterpSpeed = FMath::Max(0.1f, VolumeInterpSpeed);
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CurrentAmbientVolume = FMath::FInterpTo(CurrentAmbientVolume, TargetAmbientVolume, DeltaSeconds, InterpSpeed);
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CurrentRainVolume = FMath::FInterpTo(CurrentRainVolume, TargetRainVolume, DeltaSeconds, InterpSpeed);
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CurrentWindVolume = FMath::FInterpTo(CurrentWindVolume, TargetWindVolume, DeltaSeconds, InterpSpeed);
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CurrentStormVolume = FMath::FInterpTo(CurrentStormVolume, TargetStormVolume, DeltaSeconds, InterpSpeed);
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if (DeltaSeconds <= 0.0f)
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{
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CurrentAmbientVolume = TargetAmbientVolume;
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CurrentRainVolume = TargetRainVolume;
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CurrentWindVolume = TargetWindVolume;
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CurrentStormVolume = TargetStormVolume;
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}
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ApplyComponentVolume(AmbientAudio, CurrentAmbientVolume);
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ApplyComponentVolume(RainAudio, CurrentRainVolume);
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ApplyComponentVolume(WindAudio, CurrentWindVolume);
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ApplyComponentVolume(StormAudio, CurrentStormVolume);
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}
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void AAgrarianWeatherAudioController::AssignConfiguredSounds()
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{
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if (AmbientAudio && ClearAmbientSound)
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{
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AmbientAudio->SetSound(ClearAmbientSound);
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}
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if (RainAudio && RainLoopSound)
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{
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RainAudio->SetSound(RainLoopSound);
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}
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if (WindAudio && WindLoopSound)
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{
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WindAudio->SetSound(WindLoopSound);
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}
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if (StormAudio && StormLoopSound)
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{
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StormAudio->SetSound(StormLoopSound);
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}
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}
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void AAgrarianWeatherAudioController::ApplyComponentVolume(UAudioComponent* AudioComponent, float Volume) const
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{
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if (!AudioComponent)
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{
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return;
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}
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const float SafeVolume = FMath::Clamp(Volume, 0.0f, 1.0f);
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AudioComponent->SetVolumeMultiplier(SafeVolume);
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if (AudioComponent->Sound && SafeVolume > 0.01f && !AudioComponent->IsPlaying())
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{
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AudioComponent->Play();
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}
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else if (SafeVolume <= 0.01f && AudioComponent->IsPlaying())
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{
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AudioComponent->Stop();
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}
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}
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float AAgrarianWeatherAudioController::GetProviderWindAlpha(float WindSpeedKmh, bool bHasProviderData) const
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{
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if (!bHasProviderData)
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{
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return 0.0f;
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}
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return FMath::Clamp(WindSpeedKmh / 55.0f, 0.0f, 1.0f);
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}
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@@ -0,0 +1,92 @@
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// Copyright Pacificao. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "AgrarianTypes.h"
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#include "AgrarianWeatherAudioController.generated.h"
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class UAudioComponent;
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class USceneComponent;
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class USoundBase;
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UCLASS(Blueprintable)
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class AAgrarianWeatherAudioController : public AActor
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{
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GENERATED_BODY()
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public:
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AAgrarianWeatherAudioController();
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<USceneComponent> SceneRoot;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> AmbientAudio;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> RainAudio;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> WindAudio;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> StormAudio;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> ClearAmbientSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> RainLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> WindLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> StormLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.1"))
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float VolumeInterpSpeed = 1.5f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float AmbientDayVolume = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float AmbientNightVolume = 0.22f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxRainVolume = 0.8f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxWindVolume = 0.7f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxStormVolume = 0.9f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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EAgrarianWeatherType CurrentWeather = EAgrarianWeatherType::Clear;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentAmbientVolume = 0.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentRainVolume = 0.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentWindVolume = 0.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentStormVolume = 0.0f;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Weather Audio")
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void RefreshWeatherAudio(float DeltaSeconds);
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protected:
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void AssignConfiguredSounds();
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void ApplyComponentVolume(UAudioComponent* AudioComponent, float Volume) const;
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float GetProviderWindAlpha(float WindSpeedKmh, bool bHasProviderData) const;
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};
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