3#include <AudioSystemPlugin/AudioSystemPluginDLL.h>
5#include <AudioSystemPlugin/Components/AudioSystemComponent.h>
7#include <Core/World/EventMessageHandlerComponent.h>
25 void SetJointName(
const char* szName);
28 [[nodiscard]]
const char* GetJointName()
const;
40 void ActivateTrigger()
const;
41 void Initialize(
bool bSync);
49 plAudioSystemDataID m_uiEntityId;
50 plAudioSystemDataID m_uiEventId;
51 plUInt16 m_uiJointIndex;
52 bool m_bTriggerLoaded;
65 void Initialize()
override;
66 void Deinitialize()
override;
67 void SerializeComponent(
plWorldWriter& stream)
const override;
Component that can be used to activate an audio trigger when animation events got triggered.
Definition AudioAnimationComponent.h:59
A single entry in the audio animation component.
Definition AudioAnimationComponent.h:16
plString m_sEventName
The animation event to listen.
Definition AudioAnimationComponent.h:31
plString m_sTriggerName
The audio trigger to activate when the animation event is triggered.
Definition AudioAnimationComponent.h:35
Base class for audio system component manager which need to update their states (eg....
Definition AudioSystemComponent.h:14
Definition DynamicArray.h:81
Base class for components that want to handle 'event messages'.
Definition EventMessageHandlerComponent.h:14
This class is optimized to take nearly no memory (sizeof(void*)) and to allow very fast checks whethe...
Definition HashedString.h:25
All classes that should be dynamically reflectable, need to be derived from this base class.
Definition DynamicRTTI.h:86
Reads a world description from a stream. Allows to instantiate that world multiple times in different...
Definition WorldReader.h:47
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
Used by components that skin a mesh to inform children whenever a new pose has been computed.
Definition Declarations.h:68
For use in scripts to signal a custom event that some game event has occurred.
Definition CommonMessages.h:29