UMetaXRHapticsPlayerComponent
()
|
Signature
UMetaXRHapticsPlayerComponent::UMetaXRHapticsPlayerComponent() |
GetAmplitude
()
|
Getter for the Amplitude property.
See SetAmplitude() for more details
Signature
float UMetaXRHapticsPlayerComponent::GetAmplitude() const Returns float |
GetClipDuration
()
|
Gets the duration in seconds of the haptic clip.
Signature
float UMetaXRHapticsPlayerComponent::GetClipDuration() const Returns float |
GetController
()
|
Getter for the Controller property.
Signature
EMetaXRHapticController UMetaXRHapticsPlayerComponent::GetController() const Returns EMetaXRHapticController |
GetFrequencyShift
()
|
Getter for the FrequencyShift property.
See SetFrequencyShift() for more details
Signature
float UMetaXRHapticsPlayerComponent::GetFrequencyShift() const Returns float |
GetHapticClip
()
|
Getter for the HapticClip property.
Signature
UMetaXRHapticClip * UMetaXRHapticsPlayerComponent::GetHapticClip() const Returns UMetaXRHapticClip * |
GetLooping
()
|
Getter for the bIsLooping property.
See SetLooping() for more details
Signature
bool UMetaXRHapticsPlayerComponent::GetLooping() const Returns bool |
GetPriority
()
|
Getter for the Priority property.
See SetPriority() for more details
Signature
int32 UMetaXRHapticsPlayerComponent::GetPriority() const Returns int32 |
Pause
()
|
Pauses playback on the HapticClipPlayer.
Signature
void UMetaXRHapticsPlayerComponent::Pause() Returns void |
Play
()
|
Start playback of the haptic clip set with the HapticClip property.
Signature
void UMetaXRHapticsPlayerComponent::Play() Returns void |
PlayOnController
(
InController
)
|
Start playback of the haptic clip set with the HapticClip property on the specified controller.
Does not set the Controller property.
Signature
void UMetaXRHapticsPlayerComponent::PlayOnController(const EMetaXRHapticController InController) Parameters Returns void |
PlayWithInputs
(
InController
, InPriority
, InAmplitude
, InFrequencyShift
, bInIsLooping
)
|
Starts playback on the HapticClipPlayer with custom inputs.
This is a convenience method that sets the properties corresponding to the input parameters, it then starts playback.
Signature
void UMetaXRHapticsPlayerComponent::PlayWithInputs(const EMetaXRHapticController InController, const int32 InPriority=512, const float InAmplitude=1.0f, const float InFrequencyShift=0.0f, const bool bInIsLooping=false) Parameters InPriority: const int32
Playback Priority, ranging from 0 (low priority) to 1024 (high priority).
InAmplitude: const float
Amplitude scale, ranging from 0.0 to infinite.
InFrequencyShift: const float
FrequencyShift, ranging from -1.0 to 1.0.
bInIsLooping: const bool
Whether playback should loop, see bIsLooping
Returns void |
Resume
()
|
Resumes playback on the HapticClipPlayer. Calling Resume() on a playing player has no effect.
Signature
void UMetaXRHapticsPlayerComponent::Resume() Returns void |
Seek
(
Time
)
|
Seeks the current playback position of the HapticClip.
Signature
void UMetaXRHapticsPlayerComponent::Seek(const float Time) const Parameters Time: const float
The target playback position in seconds.
Returns void |
SetAmplitude
(
InAmplitude
)
|
Setter for the Amplitude property.
The amplitude scale controls the vibration intensity during playback.
During playback, the individual amplitudes in the clip will be multiplied by the player's amplitude. This changes how strong the vibration is. Amplitude values in a clip range from 0.0 to 1.0, and the result after applying the amplitude scale will be clipped to that range.
An amplitude of 0.0 means that no vibration will be triggered, and an amplitude of 0.5 will result in the clip being played back at half of its amplitude.
Example: if you apply amplitude of 5.0 to a haptic clip and the following amplitudes are in the clip: [0.2, 0.5, 0.1], the initial amplitude calculation would produce these values: [1.0, 2.5, 0.5] which will then be clamped like this: [1.0, 1.0, 0.5]
You can change the property during active playback, in which case the amplitude is applied immediately, with a small delay in the tens of milliseconds.
Signature
void UMetaXRHapticsPlayerComponent::SetAmplitude(const float InAmplitude=1.0f) Parameters InAmplitude: const float
The amplitude to set, has to be higher or equal to zero.
Returns void |
SetController
(
InController
)
|
Setter for the Controller property.
Signature
void UMetaXRHapticsPlayerComponent::SetController(const EMetaXRHapticController &InController) Parameters Returns void |
SetFrequencyShift
(
InFrequencyShift
)
|
Setter for the FrequencyShift property.
The frequency shift controls the vibration frequency during playback.
During playback, the individual frequencies in the clip will be shifted up or down. The acceptable range of values is -1.0 to 1.0 inclusive. Once the frequencies in a clip have been shifted, they will be clamped to the playable range of frequency values, i.e. zero to one. Setting this property to 0.0 means that the frequencies will not be changed.
Example: if you apply a frequency shift of 0.8 to a haptic clip and the following frequencies are in the clip: [0.1, 0.5, 0.0], the initial frequency shift calculation will produce these frequencies: [0.9, 1.3, 0.8] which will then be clamped like this: [0.9, 1.0, 0.8]
You can change the property during active playback, in which case the frequency shift is applied immediately, with a small delay in the tens of milliseconds.
Signature
void UMetaXRHapticsPlayerComponent::SetFrequencyShift(const float InFrequencyShift=0.0f) Parameters InFrequencyShift: const float
The frequency shift to set, acceptable range of values is -1.0 to 1.0 inclusive
Returns void |
SetHapticClip
(
InHapticClip
)
|
Setter for the HapticClip property.
Signature
void UMetaXRHapticsPlayerComponent::SetHapticClip(UMetaXRHapticClip *InHapticClip) Parameters Returns void |
SetLooping
(
bInIsLooping
)
|
Setter for the bIsLooping property.
When looping is enabled, clip playback will be repeated indefinitely.
Looping can be enabled or disabled during playback.
Signature
void UMetaXRHapticsPlayerComponent::SetLooping(const bool bInIsLooping=false) Parameters bInIsLooping: const bool
whether playback is looped.
Returns void |
SetPriority
(
InPriority
)
|
Setter for the Priority property.
When multiple players are playing at the same time on the same controller, only the player with the highest priority will trigger vibrations.
If multiple players have the same priority level, then the player that was started most recently will trigger vibrations.
The priority can be any integer value between 0 (low priority) and 1024 (high priority). The default value is 512.
You can change the player's priority before and during playback.
Signature
void UMetaXRHapticsPlayerComponent::SetPriority(const int32 InPriority=512) Parameters InPriority: const int32
The priority to set, can be any integer value between 0 (low priority) and 1024 (high priority).
Returns void |
Stop
()
|
Stops playback on the HapticClipPlayer.
Signature
void UMetaXRHapticsPlayerComponent::Stop() Returns void |