void UAkGameplayStatics::StopActor(class AActor* Actor) { if ( Actor == NULL ) { UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::StopActor: NULL Actor specified!")); return; } FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice ) { AudioDevice->StopGameObject(AudioDevice->GetAkComponent(Actor->GetRootComponent(), FName(), NULL, EAttachLocation::KeepRelativeOffset)); } }
class UAkComponent * UAkGameplayStatics::GetAkComponent( class USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType ) { if ( AttachToComponent == NULL ) { UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::GetAkComponent: NULL AttachToComponent specified!")); return NULL; } FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get(); if( AkAudioDevice ) { return AkAudioDevice->GetAkComponent( AttachToComponent, AttachPointName, &Location, LocationType ); } return NULL; }
void UAkGameplayStatics::SetOcclusionRefreshInterval(float RefreshInterval, class AActor* Actor ) { if ( Actor == NULL ) { UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::SetOcclusionRefreshInterval: NULL Actor specified!")); return; } FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice ) { UAkComponent * ComponentToSet = AudioDevice->GetAkComponent(Actor->GetRootComponent(), FName(), NULL, EAttachLocation::KeepRelativeOffset); if( ComponentToSet != NULL ) { ComponentToSet->OcclusionRefreshInterval = RefreshInterval; } } }