VJ Master 1.0
Real-time audio analysis and visualisation.
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AST_AudioControlBase Class Reference

Base class for controlling audio behavior in the scene. More...

#include <ST_AudioControlBase.h>

Public Member Functions

 AST_AudioControlBase ()

Protected Member Functions

virtual void BeginPlay () override
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
virtual void Tick (float DeltaTime) override
bool IsEditorNotPlaying ()

Protected Attributes

USceneComponent * Root = nullptr

Detailed Description

Base class for controlling audio behavior in the scene.

Constructor & Destructor Documentation

◆ AST_AudioControlBase()

AST_AudioControlBase::AST_AudioControlBase ( )

Default constructor.

Member Function Documentation

◆ BeginPlay()

void AST_AudioControlBase::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned.

Reimplemented in AST_AudioControlMatLEDBase, AST_AudioControlRTLEDBase, AST_DMXMatLED, AST_OSCMatLED, AST_SocketMatLED, and AST_SocketRTLED.

◆ EndPlay()

void AST_AudioControlBase::EndPlay ( const EEndPlayReason::Type EndPlayReason)
overrideprotectedvirtual

Called when the actor is ending play.

Reimplemented in AST_AudioControlMatLEDBase, AST_AudioControlRTLEDBase, AST_DMXMatLED, AST_OSCMatLED, AST_SocketMatLED, and AST_SocketRTLED.

◆ IsEditorNotPlaying()

bool AST_AudioControlBase::IsEditorNotPlaying ( )
protected

Returns true if running in the editor and not in play mode.

◆ Tick()

void AST_AudioControlBase::Tick ( float DeltaTime)
overrideprotectedvirtual

Member Data Documentation

◆ Root

USceneComponent* AST_AudioControlBase::Root = nullptr
protected

Root scene component for the actor.


The documentation for this class was generated from the following files:
  • H:/Games/Unreal/Aaron/FunWithShaders/Plugins/ST_VJMaster/Source/ST_AudioVisualisation/Public/Control/Base/ST_AudioControlBase.h
  • H:/Games/Unreal/Aaron/FunWithShaders/Plugins/ST_VJMaster/Source/ST_AudioVisualisation/Private/Control/Base/ST_AudioControlBase.cpp