Add MVP ambient biome audio hook
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@@ -302,15 +302,19 @@ the represented local day/night cycle and current weather without hard-coded
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static light settings. The Ground Zero map setup script places this controller
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and removes the earlier static demo sun/skylight/fog actors.
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First-pass weather audio uses `AAgrarianWeatherAudioController`. The controller
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owns ambient, rain, wind, and storm audio components with assignable loop sound
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slots. It reads replicated weather state, provider wind speed, provider cloud
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data, and local night/day state, then fades component volumes so rain, wind, and
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storm cues follow the same authoritative weather mapping used by temperature and
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lighting. The current MVP can ship without final sound assets because the
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controller is silent until loops are assigned; placeholder or final audio can be
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added by setting the exposed sound properties on the placed controller or a
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Blueprint child.
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First-pass biome and weather audio uses `AAgrarianWeatherAudioController`. The
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controller owns ambient, rain, wind, and storm audio components with assignable
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loop sound slots. The ambient component is explicitly the Ground Zero
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coastal-scrub biome bed through `BiomeAmbientLoopSound`, with separate day and
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night volume targets so the map can carry wind, surf, insects, distant birds, or
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other realistic low-level biome texture before final authored assets are
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available. It reads replicated weather state, provider wind speed, provider
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cloud data, and local night/day state, then fades component volumes so rain,
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wind, and storm cues follow the same authoritative weather mapping used by
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temperature and lighting. The current MVP can ship without final sound assets
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because the controller is silent until loops are assigned; placeholder or final
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audio can be added by setting the exposed sound properties on the placed
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controller or a Blueprint child.
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Campfires expose native extinguish logic through `AAgrarianCampfire::Extinguish`.
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Extinguishing clears remaining fuel, turns off replicated lit state, and reuses
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