Add DopplerFactor to Audio Source
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@@ -47,7 +47,8 @@ private:
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float _volume;
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float _pitch;
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float _minDistance;
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float _attenuation;
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float _attenuation = 1.0f;
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float _dopplerFactor = 1.0f;
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bool _loop;
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bool _playOnStart;
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bool _allowSpatialization;
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@@ -164,6 +165,20 @@ public:
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/// </summary>
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API_PROPERTY() void SetAttenuation(float value);
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/// <summary>
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/// Gets the doppler effect factor. Scale for source velocity. Default is 1.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(75), DefaultValue(1.0f), Limit(0, float.MaxValue, 0.1f), EditorDisplay(\"Audio Source\")")
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FORCE_INLINE float GetDopplerFactor() const
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{
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return _dopplerFactor;
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}
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/// <summary>
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/// Sets the doppler effect factor. Scale for source velocity. Default is 1.
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/// </summary>
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API_PROPERTY() void SetDopplerFactor(float value);
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/// <summary>
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/// If checked, source can play spatial 3d audio (when audio clip supports it), otherwise will always play as 2d sound. At 0, no distance attenuation ever occurs.
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/// </summary>
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