Base class for visualisation actors that implement compute shader management and RPC interface. This class provides functionality for managing and executing compute shaders on both the game and render threads. More...
#include <ST_VisComputeBase.h>
Public Member Functions | |
AST_VisComputeBase () | |
virtual void | Tick (float DeltaTime) override |
Public Member Functions inherited from AST_VisBase | |
AST_VisBase () | |
virtual void | HandleBeginPlay () |
virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
virtual bool | RegisterToIO (EAudioIOType NewAudioIOType) |
bool | RegisterToIO (int32 NewAudioIOType) |
virtual void | DeregisterFromIO (EAudioIOType CurrAudioIOType) |
void | DeregisterFromIO (int32 CurrAudioIOType) |
virtual bool | SetConstantParameters () |
virtual bool | SetDynamicParameters () |
Public Member Functions inherited from IST_AudioProcessingInterface | |
void | OnAudioIOStatusChanged (bool bIsActive, FIntPoint IOId) |
Event triggered when the status of an audio I/O device changes. | |
void | OnRawMagnitudesReady (const TArray< float > &RawMagnitudes, FIntPoint IOId) |
Event triggered when raw magnitude data is ready for an audio I/O device. | |
void | OnFrequencyBandsReady (const TArray< float > &FrequencyBands, int32 NumFrequencyBands, FIntPoint IOId) |
Event triggered when frequency band data is ready for an audio I/O device. | |
void | OnAmplitudesReady (const TArray< float > &Amplitudes, FIntPoint IOId) |
Event triggered when amplitude data is ready for an audio I/O device. | |
void | OnPitchesReady (const TArray< float > &Pitches, FIntPoint IOId) |
Event triggered when pitch data is ready for an audio I/O device. | |
void | OnBeatDetected (const TArray< float > &Beats, const TArray< bool > &BeatDetectedForChannel, FIntPoint IOId) |
Event triggered when a beat is detected in the audio data for an I/O device. |
Static Public Member Functions | |
static bool | IsPlaying (const UObject *WorldContextObject) |
Protected Member Functions | |
virtual void | BeginPlay () override |
virtual void | BeginDestroy () override |
virtual void | InitComputeShader_GameThread () override |
virtual void | InitComputeShader_RenderThread (FRHICommandListImmediate &RHICmdList) override |
virtual void | ExecuteComputeShader_GameThread (float DeltaTime) override |
virtual void | ExecuteComputeShader_RenderThread (FRHICommandListImmediate &RHICmdList) override |
virtual void | DisposeComputeShader_GameThread () override |
virtual void | DisposeComputeShader_RenderThread (FRHICommandListImmediate &RHICmdList) override |
virtual FString | GetOwnerName () const |
Protected Member Functions inherited from AST_VisBase | |
virtual void | PostInitializeComponents () override |
Protected Attributes | |
bool | bDebugSprite = true |
bool | bDebugBounds = true |
bool | bDebugDisplayInRuntime = false |
FST_VJ_BoundsConstantParameters | BoundsConstantParameters |
float | LastDeltaTime = 0.0f |
UST_VJ_RPCSManager * | cachedRPCSManager = nullptr |
Protected Attributes inherited from AST_VisBase | |
USceneComponent * | Root = nullptr |
bool | bCustomBeginPlay = false |
bool | bSamplerActivates = false |
bool | bZeroSamplersDeactivates = false |
int32 | Default_AudioIOs = 0 |
int32 | Registered_AudioIOs = 0 |
Base class for visualisation actors that implement compute shader management and RPC interface. This class provides functionality for managing and executing compute shaders on both the game and render threads.
AST_VisComputeBase::AST_VisComputeBase | ( | ) |
Default constructor for AST_VisComputeBase.
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overrideprotectedvirtual |
Called when the actor is destroyed.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Called when the game starts or when the actor is spawned.
Reimplemented from AST_VisBase.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Disposes of the compute shader on the game thread.
Reimplemented from IST_VJ_ManagedRPCSInterface.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Disposes of the compute shader on the render thread.
Reimplemented from IST_VJ_ManagedRPCSInterface.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Executes the compute shader on the game thread.
Reimplemented from IST_VJ_ManagedRPCSInterface.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Executes the compute shader on the render thread.
Reimplemented from IST_VJ_ManagedRPCSInterface.
Reimplemented in AST_C_VisAudioReactiveBoids.
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inlineprotectedvirtual |
Retrieves the name of the actor's owner.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Initializes the compute shader on the game thread.
Reimplemented from IST_VJ_ManagedRPCSInterface.
Reimplemented in AST_C_VisAudioReactiveBoids.
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overrideprotectedvirtual |
Initializes the compute shader on the render thread.
Reimplemented from IST_VJ_ManagedRPCSInterface.
Reimplemented in AST_C_VisAudioReactiveBoids.
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static |
Checks if the visualisation is playing in the provided world context.
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overridevirtual |
Called every frame to update the actor.
Reimplemented from AST_VisBase.
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protected |
Flag to enable or disable debug bounds visualization.
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protected |
Flag to enable or disable the debug display in runtime.
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protected |
Flag to enable or disable debug sprite visualization.
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protected |
Constant parameters for bounds visualization.
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protected |
Cached reference to the RPC manager.
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protected |
Last delta time value.