5#include "CoreMinimal.h"
6#include "Main/Base/ST_VisBase.h"
7#include "ST_M_VisMPC.generated.h"
35 virtual void Tick(
float DeltaTime)
override;
83 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category =
"ShaderTech|Material")
87 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category =
"ShaderTech|Material")
91 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category =
"ShaderTech|Material")
95 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"ShaderTech|Material")
107 float TimeSinceLastBeat = 0.0f;
113 float ElapsedCooldownTime = 0.0f;
This actor is responsible for handling audio data and applying it to material parameters for visual e...
Definition ST_M_VisMPC.h:14
virtual void Tick(float DeltaTime) override
Definition ST_M_VisMPC.cpp:119
virtual void OnFrequencyBandsReady_Implementation(const TArray< float > &FrequencyBands, int32 NumFrequencyBands, FIntPoint IOId) override
Definition ST_M_VisMPC.cpp:56
virtual void OnBeatDetected_Implementation(const TArray< float > &Beats, const TArray< bool > &BeatDetectedForChannel, FIntPoint IOId) override
Definition ST_M_VisMPC.cpp:90
float Pitch
Definition ST_M_VisMPC.h:92
float ReactiveTime
Definition ST_M_VisMPC.h:84
virtual bool SetConstantParameters() override
Definition ST_M_VisMPC.cpp:10
virtual bool SetDynamicParameters() override
Definition ST_M_VisMPC.cpp:26
int32 BeatsPerMinute
Definition ST_M_VisMPC.h:96
virtual void OnPitchesReady_Implementation(const TArray< float > &Pitches, FIntPoint IOId) override
Definition ST_M_VisMPC.cpp:78
virtual void OnAudioIOStatusChanged_Implementation(bool bIsActive, FIntPoint IOId) override
Definition ST_M_VisMPC.cpp:45
float Amplitude
Definition ST_M_VisMPC.h:88
virtual void OnAmplitudesReady_Implementation(const TArray< float > &Amplitudes, FIntPoint IOId) override
Definition ST_M_VisMPC.cpp:66
AST_VisBase()
Definition ST_VisBase.cpp:8
Base class for Audio IO functionality in ShaderTech.
Definition ST_AudioIOBase.h:38