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Wwise Unreal Integration Documentation
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Event callbacks are exposed to Blueprints. They are implemented with custom Events.
Most callbacks exposed in the C++ sound engine API are exposed to Blueprints. For more information on what the various callback types accomplish, refer to the SDK documentation.
注記: Blueprint graphs need to be executed on the game thread, so callbacks that require you to modify the AkCallbackInfo structure (AK_SpeakerVolumeMatrix , for example) cannot be exposed to Blueprints. Implement them with C++ code. |
To subscribe to an Event callback, select it in the Callback Mask
input pin dropdown. You can then implement the Blueprint graph you want to execute in the selected callback with a custom Blueprint Event:
To subscribe to more than one callback type, select multiple values in the Callback Mask
input pin dropdown:
Then, in your Custom Event graph, you can use a Switch on the Callback Type
variable to determine the current callback type, then cast the Callback Info
class to the appropriate type:
MIDI Eventコールバックのinfo classは、そのときのMIDI Eventタイプにより解釈が異なります。MIDIコールバック情報のパースを簡素化するために、Blueprintマクロとして SwitchOnMidiType
が提供されます。これは、自動的にコールバックのinfoオブジェクトをパースし、正しい実行ピンをトリガーするものです:
注記: MIDI Callback Infoクラスの Chan member は、MIDIチャンネルのことです。範囲は、1から16です。 |