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Version: 2.x

UOdinActivityEffect

Codec-Effect for the odin audio pipeline. The effect will invoke activity event and field based on the silent flag. Event is dispatched to the GameThread.

Declaration
UCLASS(ClassGroup = Odin)
class ODIN_API UOdinActivityEffect : public UOdinCustomEffect

Overview​

Properties​

NameDescription
HasActivityTrue while the audio passing through the effect is active (not silent).
UserData

Functions​

ConstructActivityEffect​

Static · Blueprint: Construct Activity Effect

Creates an Activity Effect that is not part of a pipeline yet; add it with Insert Custom Effect. It raises Activity Callback whenever the audio switches between silent and active. Create Activity Effect on a pipeline does both steps.

UFUNCTION(BlueprintCallable, Category = "Odin|Audio Pipeline|Effects")
static UOdinActivityEffect* ConstructActivityEffect(UObject* WorldContextObject);
ParameterTypeDescription
WorldContextObjectUObject*

Returns UOdinActivityEffect*

Properties​

HasActivity​

Blueprint: Get

True while the audio passing through the effect is active (not silent).

UPROPERTY(BlueprintReadOnly, Category = "Odin|Audio Pipeline|State")
bool HasActivity;

UserData​

TOdinCustomEffectUserData<UOdinActivityEffect> UserData;

Events​

ActivityCallback​

Blueprint: Activity Callback

Raised on the game thread when the audio passing through the effect switches between silent and active.

UPROPERTY(BlueprintAssignable, Category = "Odin|Audio Pipeline|Events")
FOdinActivityEffectCallback ActivityCallback;

Signature: FOdinActivityEffectCallback void(const bool isActive, const UOdinActivityEffect* userData) (multicast)