Initial audio subystem for music testing and first song to loop over

This commit is contained in:
2026-10-13 17:21:21 +02:00
parent adc5756866
commit 31164687c8
9 changed files with 656 additions and 0 deletions

View File

@@ -13,6 +13,7 @@
class UTexture2D;
class USoundBase;
UENUM(BlueprintType)
enum class EEventStage : uint8
@@ -78,6 +79,12 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TArray<FTagValue> TagValueArray;
/** Soundtracks this event can put on. One is drawn at random and crossfaded in over whatever is
* playing already, and it holds the music until the override is cleared. An event with none
* leaves the music alone, which is what most of them will do. */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Audio")
TSoftObjectPtr<USoundBase> MusicCue;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Newspaper event")
bool bIsNewspaperEvent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Newspaper event", meta = (EditCondition = "bIsNewspaperEvent", EditConditionHides))