#include "FortAmbientAudioController.h" void UFortAmbientAudioController::SetAudioBankOverride(UFortPOIAmbientAudioBank* BankOverride) { } void UFortAmbientAudioController::SetAudioBank(UFortPOIAmbientAudioBank* NewBank) { } void UFortAmbientAudioController::OnLocationTagChanged(const FGameplayTag Tag, int32 Num) { } void UFortAmbientAudioController::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { } void UFortAmbientAudioController::InitializePlayerState() { } void UFortAmbientAudioController::InitializeCurrentAudioBank() { } UFortPOIAmbientAudioBank* UFortAmbientAudioController::GetAudioBank() const { return NULL; } UFortAmbientAudioController* UFortAmbientAudioController::GetAmbientAudioControllerFromContext(UObject* WorldContextObject) { return NULL; } void UFortAmbientAudioController::Crossfade(FFortPOIAmbientAudioLoop& NewLoop) { } void UFortAmbientAudioController::ClearAudioBankOverride() { } UFortAmbientAudioController::UFortAmbientAudioController() { this->DefaultAudioBank = NULL; this->PlayerController = NULL; this->AudioComp = NULL; this->FadingAudioComp = NULL; this->CurrentAudioBank = NULL; this->OverriddenAudioBank = NULL; this->TimeOfDayManager = NULL; }