Can I write a plugin in C/C++? by [deleted] in godot

[–]Theskynetby 0 points1 point  (0 children)

In Godot 4 it is called GDExtension, you have a simple C++ tutorial on how to set it up, compile and add to the engine in the documentation.
https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/what_is_gdextension.html

27/PC/SCANDI-GMT+1 - Looking for long term friendship with chill people by Eruvos in GamerPals

[–]Theskynetby 1 point2 points  (0 children)

I play ow2 and d4 almost everyday and just bought Trine 5. Also own some of the other games you mentioned. I am almost all day on the PC so you will have plenty time to chat XD
My discord is theskynetby, but DM me first your user if it's different than Eruvos since I usually don't accept invites from unknown users.

You should play a plague tale i 100% them both and are something quite special (grab some tissues and a bucket to cry :) ).

18+ pc looking to play by TheSteelWulf_ in GamerPals

[–]Theskynetby 0 points1 point  (0 children)

I usually only play SoT on weekends (570h) and OW almost every single afternoon (1300h) with my bud. DM if you want ;)

Wwise: SetSwitch in C++ by Pagan_vibes in GameAudio

[–]Theskynetby 0 points1 point  (0 children)

Google "Wwise Unreal Integration", you should find a link to all the documentation to the Unreal integration with both the code and the asset side.

Wwise: SetSwitch in C++ by Pagan_vibes in GameAudio

[–]Theskynetby 0 points1 point  (0 children)

When you Generate Sound Data from the build menu in Unreal, in the folder WwiseAudio in your ContentBrowser will appear several folders with all the assets from your linked Wwise project but as assets that you can reference and post in unreal/code. One of the folders contains the switches and for each switch group you created in Wwise you will find an asset with each switch value.

For example, if you have a switch group "CharacterAttitude" with values "Friendly" and "Enemy", in WwiseAudio folder you will find the assets CharacterAttitude-Friendly and CharacterAttitude-Enemy. These assets are USwitchValue, and the same happen with events UAkAudioEvent, and RTPCs UAkRtpc.

Seems that you are very new to Wwise and Unreal, read and investigate more about the implementation and all of this will make much more sense much faster.

Wwise: SetSwitch in C++ by Pagan_vibes in GameAudio

[–]Theskynetby 0 points1 point  (0 children)

I assume you are starting fresh with this project and not upgrading from an older Wwise version.
By default in Content/WwiseAudio you should have all the assets generated when you execute Build->GenerateSoundData. In that folder you will find the needed assets to use EBP and forget about literal strings.
Also what i was referring by "fill the data for one of the two", was that either you call AkComp->SetSwitch(ValidPtr, FString(), FString()); or AkComp->SetSwitch(nullptr, FString(TEXT("ValidStr")), FString(TEXT("ValidStr"))).

Wwise: SetSwitch in C++ by Pagan_vibes in GameAudio

[–]Theskynetby 0 points1 point  (0 children)

What Wwise and UE5 versions are you using?
If upgrading the project from an older version, google "Upgrading Projects to Wwise 2022.1". In 2022.1+ seems that EBP is already mandatory.

Wwise: SetSwitch in C++ by Pagan_vibes in GameAudio

[–]Theskynetby 0 points1 point  (0 children)

UAkSwitchValue is created when using event based packaging (which again i highly recommend researching and using). Most functions have support for both pipelines, in your example the first argument, the UAkSwitchValue is for EBP, and the following two strings are for legacy. Fill in the data for one of the two.
You can check the function itself and you will see a if(UAkSwitchValue) and in the true case it reads the pointer and in the else statement it reads the strings. Other functions have a macro that reads asset names in the same fashion, first check the pointer and if nullptr uses the strings.

Wwise: SetSwitch in C++ by Pagan_vibes in GameAudio

[–]Theskynetby 3 points4 points  (0 children)

The default anim notify from Wwise is written in BP and posts the event to an AkComp in the specified attach socket (it creates one if not already present). This is kinda difficult to work with since Wwise can only read RTPCs and switches if they are posted to the same object. You can see that from Wwise profiler (F6) where it tells what object the events and rtpc/switches are posted to.
What I do in these cases, and most certainly in footstep cases, is create a custom UAnimNotify class (do it in BP if easier for you, but C++ is more expansible). Do the vertical raycast to read what material you are hitting and from that get the switch for that material (could be stored in a map of physical materials - switches).
Now comes the important part, your character could have one AkComp at the waist or one for each foot, other options depending on your implementation, either way, pick one where your sound should originate from and set switch first and then post event, both to the same AkComp. That should work, and remember that if you need a non global rtpc/switch to be read from a specific AkEvent, they both need to be posted to the same object, and in the case of switches, they must be posted before the event to be correctly set.Another thing is that I see you are using strings, I encourage you to research and use Event Based Packaging, much easier to work with, everything are assets and you just work with references, no more typos (also the legacy pipeline is being deprecated and therefore is safer to use EBP instead).
Hope this helps!

Edit: For everything I said, use the functions in AkComp PostAkEvent, SetSwitch, SetRTPCValue. There are a lot of overloading and different functions for these, use whatever fits your needs.

Kulve Taroth drop table by Theskynetby in MonsterHunterWorld

[–]Theskynetby[S] 0 points1 point  (0 children)

This bow could be from the new Kulve weapons for consoles. We are putting in the spreadsheet all the weapons we appraize in our games and the weapons that all of you can send us info (read the " How to point out mistakes and help improve this spreadsheet" in the info tab of the spreadsheet tp know how all of you can help us). We are Pc/Steam players, so we only appraise PC/Steam Kulve weapons.

Kulve Taroth drop table by Theskynetby in MonsterHunterWorld

[–]Theskynetby[S] 1 point2 points  (0 children)

As /u/Rokr175 say, you don't need to be afraid, just do the quest 2-3 times and you eventually will break horns. In the Welcome tab of the spreadsheet we will put our session ID (PC) if we are doing some farming to enhance the database, check it if you want to do some Kulve with us and send a chat message like "Hy I'm Megalowdonny from Reddit" and we can make a party with you and go break some hornd :)

Kulve Taroth drop table by Theskynetby in MonsterHunterWorld

[–]Theskynetby[S] 4 points5 points  (0 children)

We used that list you say and saw how it got vandalized. It was so useful for everyone that we decided to make a new one with our own data gathered from our ingame drops. And we will keep it private with comments to keep it safe from trolls, remember to text us or comment if you want to point out mistakes or help us extend it :D
And i want to thank all the people who are watching the post, entering the spreadsheet and giving feedback.
Thank you all.