Files
2026-04-22 15:51:07 +02:00

45 lines
1.3 KiB
C++

#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;
}