@@ -16,27 +16,27 @@ public:
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/// <summary>
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/// If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(0), DefaultValue(false), EditorDisplay(\"General\")")
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API_FIELD(Attributes="EditorOrder(0), EditorDisplay(\"General\")")
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bool DisableAudio = false;
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/// <summary>
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/// The doppler effect factor. Scale for source and listener velocities. Default is 1.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(100), DefaultValue(1.0f), EditorDisplay(\"General\")")
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API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"General\")")
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float DopplerFactor = 1.0f;
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/// <summary>
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/// True if mute all audio playback when game has no use focus.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(200), DefaultValue(true), EditorDisplay(\"General\", \"Mute On Focus Loss\")")
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API_FIELD(Attributes="EditorOrder(200), EditorDisplay(\"General\", \"Mute On Focus Loss\")")
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bool MuteOnFocusLoss = true;
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/// <summary>
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/// Enables or disables HRTF audio for in-engine processing of 3D audio (if supported by platform).
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/// If enabled, the user should be using two-channel/headphones audio output and have all other surround virtualization disabled (Atmos, DTS:X, vendor specific, etc.)
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/// </summary>
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API_FIELD(Attributes="EditorOrder(300), DefaultValue(true), EditorDisplay(\"Spatial Audio\")")
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bool EnableHRTF = true;
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API_FIELD(Attributes="EditorOrder(300), EditorDisplay(\"Spatial Audio\")")
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bool EnableHRTF = false;
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public:
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||||
/// <summary>
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||||
|
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Block a user