Add MVP ambient biome audio hook
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@@ -83,7 +83,9 @@ void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
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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 DayAmbient = FMath::Max(AmbientDayVolume, BiomeAmbientDayVolume);
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const float NightAmbient = FMath::Max(AmbientNightVolume, BiomeAmbientNightVolume);
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const float TargetAmbientVolume = GameState->IsNight() ? NightAmbient : DayAmbient;
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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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@@ -106,7 +108,11 @@ void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
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void AAgrarianWeatherAudioController::AssignConfiguredSounds()
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{
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if (AmbientAudio && ClearAmbientSound)
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if (AmbientAudio && BiomeAmbientLoopSound)
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{
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AmbientAudio->SetSound(BiomeAmbientLoopSound);
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}
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else if (AmbientAudio && ClearAmbientSound)
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{
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AmbientAudio->SetSound(ClearAmbientSound);
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}
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@@ -40,6 +40,9 @@ public:
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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|Biome")
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TObjectPtr<USoundBase> BiomeAmbientLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> RainLoopSound;
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@@ -58,6 +61,12 @@ public:
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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|Biome", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float BiomeAmbientDayVolume = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio|Biome", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float BiomeAmbientNightVolume = 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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