05-18-2017 03:00 AM
TArray<UAudioComponent*> USessionVoiceManager::GetAudioComponents() {
TArray<UAudioComponent*> audioComponents = TArray<UAudioComponent*>();
TArray<FActiveSound*> activeSounds = MyGameInstance->GetEngine()->GetMainAudioDevice()->GetActiveSounds();
for (int i = 0; i < activeSounds.Num(); i++) {
FActiveSound* activeSound = activeSounds;
UAudioComponent *audioComponent = UAudioComponent::GetAudioComponentFromID(activeSound->GetAudioComponentID());
if (audioComponent != nullptr) {
activeSound->bAlwaysPlay = true;
activeSound->bIsUISound = false;
activeSound->bAllowSpatialization = true;
audioComponents.Add(audioComponent);
}
}
return audioComponents;
}
05-19-2017 02:35 AM
The class FRemoteTalkerDataOculus has a reference to the player's AudioComponent.typedef TMap<class FUniqueNetIdOculus, FRemoteTalkerDataOculus> FRemoteTalkerData;
/** Data from network playing on an audio component. */
FRemoteTalkerData RemoteTalkerBuffers;
05-23-2017 06:58 AM