在游戏中,许多音效需要在动画恰当的时机出现,例如行走、奔跑,就需要恰好在足部落地瞬间播放。

而AnimNotify就能非常方便地处理此类问题。

AnimNotify,顾名思义就是动画通知,能在特定的动画片段播放到特定进度时“发出消息”。

目前我们的工程有前、后、左、右、左前、右前、左后、右后八向的跑动动画。

ue4音效、动画结合实例-LMLPHP

先以向前跑为例,用右键添加通知的方式,分别在右脚、左脚落地时添加了lfoot_touchground与rfoot_touchground的两个自定义通知

ue4音效、动画结合实例-LMLPHP

当然直接添加playsound通知也是可以的,能很方便地直接设置声音,但为了功能的可扩展性我们还是使用自定义通知。

然而我们如何才能获取这些通知呢?

if (mesh) {
UAnimInstance* anim=mesh->GetAnimInstance();
if (anim) {
TArray<const struct FAnimNotifyEvent*> AnimNotifies=anim->NotifyQueue.AnimNotifies;
range(i,,AnimNotifies.Num()) {
FString NotifyName=AnimNotifies[i]->NotifyName.ToString();
/*GEngine->A/ddOnScreenDebugMessage
(-1, 5.f, FColor::Red, FString::FromInt(i)+" "+ NotifyName);*/
if (NotifyName=="lfoot_touchground") {
audio_lfoot->SetSound(sb_walks[]);
audio_lfoot->Play();
}
else if (NotifyName == "rfoot_touchground") {
audio_rfoot->SetSound(sb_walks[]);
audio_rfoot->Play();
}
else { }
}
}
}

没错,就是这么简单anim->NotifyQueue即为动画通知队列,AnimNotifies就能获取当前所有通知事件,上述代码去掉注释即可打印当前帧所有动画通知名称。

为了实现播放音效,我们还需要绑定在左右脚的AudioComponent,如果当前通知队列中有对应的通知,就先SetSound设置将要播放的声音资源后再Play。

我把所有需要绑定在Chracter的Mesh上的AudioComponent“打包装入“了一个叫AudioController的类,在Character的构造函数中进行了AudioController的构造,并将AudioController中的各音效组件绑定到对应的socket上。

AudioController.h文件

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Components/ActorComponent.h"
#include "Components/AudioComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "AudioController.generated.h" UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYSOUNDANDEFFECTS_API UAudioController : public UActorComponent
{
GENERATED_BODY() public:
// Sets default values for this component's properties
UAudioController();
//UAudioController(USkeletalMeshComponent* mesh_); protected:
// Called when the game starts
virtual void BeginPlay() override; public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; UPROPERTY(Category = Audio, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UAudioComponent* audio_lfoot = NULL;
UPROPERTY(Category = Audio, EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
FString bonename_lfoot = "Bip01-L-Foot"; UPROPERTY(Category = Audio, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UAudioComponent* audio_rfoot = NULL;
UPROPERTY(Category = Audio, EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
FString bonename_rfoot = "Bip01-R-Foot"; USkeletalMeshComponent* mesh = NULL; void my_init(USkeletalMeshComponent* mesh_); UPROPERTY(Category = Audio, EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
TArray<class USoundBase*> sb_walks; };

AudioController.cpp文件

// Fill out your copyright notice in the Description page of Project Settings.

#include "MySoundAndEffects.h"
#include "Animation/AnimInstance.h"
#include "AudioController.h" // Sets default values for this component's properties
UAudioController::UAudioController()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
audio_lfoot = CreateDefaultSubobject<UAudioComponent>("audio_lfoot");
audio_rfoot = CreateDefaultSubobject<UAudioComponent>("audio_rfoot"); } //UAudioController::UAudioController(USkeletalMeshComponent* mesh_)
//{
// // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// // off to improve performance if you don't need them.
// PrimaryComponentTick.bCanEverTick = true;
//
// // ...
//
//
//
//} void UAudioController::my_init(USkeletalMeshComponent* mesh_) {
this->mesh = mesh_;
//UAudioController();
audio_lfoot->SetupAttachment(mesh_, FName(*bonename_lfoot));
audio_rfoot->SetupAttachment(mesh_, FName(*bonename_rfoot));
} // Called when the game starts
void UAudioController::BeginPlay()
{
Super::BeginPlay(); // ... } // Called every frame
void UAudioController::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); // ...
if (mesh) {
UAnimInstance* anim=mesh->GetAnimInstance();
if (anim) {
TArray<const struct FAnimNotifyEvent*> AnimNotifies=anim->NotifyQueue.AnimNotifies;
range(i,,AnimNotifies.Num()) {
FString NotifyName=AnimNotifies[i]->NotifyName.ToString();
/*GEngine->A/ddOnScreenDebugMessage
(-1, 5.f, FColor::Red, FString::FromInt(i)+" "+ NotifyName);*/
if (NotifyName=="lfoot_touchground") {
audio_lfoot->SetSound(sb_walks[]);
audio_lfoot->Play();
}
else if (NotifyName == "rfoot_touchground") {
audio_rfoot->SetSound(sb_walks[]);
audio_rfoot->Play();
}
else { }
}
}
}
else {
throw std::exception("mesh not exist!!");
} }

还有character类中audiocontroller的定义和创建:

AAimPraticeHuman::AAimPraticeHuman()
{
#ifdef AudioController_h
audiocontroller = CreateDefaultSubobject<UAudioController>("audiocontroller");
audiocontroller->my_init(GetMesh());
#endif
}

 

UPROPERTY(Category = Audio, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  class UAudioController* audiocontroller = NULL;

最后就是音效导入,看似简单其实有很多细节。

ue4音效、动画结合实例-LMLPHP

建议直接拖入wav格式文件,如果导入失败应该是wav文件具体参数的问题。

(我用Audition把一长串的跑步音效分割出了两声脚碰地的声音,直接导入ue4报错,然而先用格式工厂转一下就ok了)

当然现在的音效还不能直接用于游戏脚步,还需要先设置并发和立体效果。

ue4音效、动画结合实例-LMLPHP

Concurrency项勾选override即可,使用”先远后旧“的并发停止策略问题也不大。

Attenuation项我新建了一个叫SceneSoundAttenuation蓝图,设置如下:

ue4音效、动画结合实例-LMLPHP

这些选项看字面都比较好理解,3D Stereo Spread的意思其实就是左右耳间距。

最后别忘了设置character蓝图的sb_walks数组的值,以及左右脚的socketname

ue4音效、动画结合实例-LMLPHP

ue4音效、动画结合实例-LMLPHP

大功告成啦!

具体效果。。。反正你们也听不到。。。

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下期预告:美妙的IK(反向动力学)

05-11 16:55