void UAkGameplayStatics::SetRTPCValue( FName RTPC, float Value, int32 InterpolationTimeMs = 0, class AActor* Actor = NULL ) { FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice && RTPC.IsValid() ) { AudioDevice->SetRTPCValue( *RTPC.ToString(), Value, InterpolationTimeMs, Actor ); } }
void UInterpTrackAkAudioRTPC::UpdateTrack(float NewPosition, UInterpTrackInst* TrInst, bool bJump) { AActor* Actor = TrInst->GetGroupActor(); float DefaultValue = 0.0f; float NewFloatValue = FloatTrack.Eval( NewPosition, DefaultValue ); FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice && Param.Len() ) { AudioDevice->SetRTPCValue( *Param, NewFloatValue, 0, Actor ); } }