Various potential merges to cherry pick.#74
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AgentMilkshake1 wants to merge 5 commits intofmod:2.02-UE5.1from
Open
Various potential merges to cherry pick.#74AgentMilkshake1 wants to merge 5 commits intofmod:2.02-UE5.1from
AgentMilkshake1 wants to merge 5 commits intofmod:2.02-UE5.1from
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Exposed Occlusion details on the PlayEventAttached blueprint callable function.
…gh to FMOD Listener Attenuation is now set by default to the Player Controller "Controlled Pawn" PawnViewPoint. This is overrideable on pawns. For example in a third person game, you might want the panning to be at the camera location, but the attenuation to be from the character's head location, meaning that a world sound doesn't get louder and quieter just from orbiting the camera around the controlled pawn.
…erface to allow for virtual overrides. Changed FMODAudioComponent.h access specifiers for ActorComponent interface from private to protected to allow for virtual overrides.
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Forgive me - I'm getting used to how Github does pull requests. I've accidentally committed multiple changes here. The 2 I'm primary interested in committing are d5dd167 for changing access specifiers for ActorComponent interface, and potentially 54f48c9 if occlusion details for PlayEventAttached is desired. |
…n simulating in editor. By default, FMOD doesn't allow for flying around in editor to hear the world sounds. This change allows for the editor viewport position to be used as the world listener position during UpdateListeners so that audio designers can fly around their worlds in simulation to hear things properly.
In addition to a previous CL for allowing audio in viewports during "simulation". This CL ensures that only the active viewport (if multiple are open) during simulation updates the listener Transform.
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The final 2 commits here allow for the editor viewport camera to act as the listener position during simulation (with only the active viewport setting the transform in the case that multiple viewports are open). |
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Hi, Thank you for the suggestions, we really appreciate all the ideas! I will pass them on to our development team to look into further! |
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Exposed Occlusion details on the PlayEventAttached blueprint callable function.