Date
August 21, 2024
Hours
1
Tags
UnrealCodeC++LETSGO
I’ve decided to build this data structure out as naively as possible, the theory being “Get absolute dogshit technically working, then iterate the shittiness out.”
As such:
The idea is to take an array of 48 sound cues manually connected through a Mapping Blueprint like this:
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
UMetaSoundSource* C1_Music_Note;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
UMetaSoundSource* CSharp1_Music_Note;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
UMetaSoundSource* D1_Music_Note;
//... For four octaves multiplied by 12 notesAnd turn each one into a data structure like this:
USTRUCT()
struct FCheeseKeyData {
GENERATED_BODY()
UPROPERTY()
int Octave;
UPROPERTY()
TEnumAsByte<ELetsGoMusicNotes> Note;
UPROPERTY()
UMetaSoundSource* Sound;
FCheeseKeyData();
}It’s janky, I need a better solution. But I figure it’s going to be easier to refactor this jank than it is to try and pontificates Gods own true data structure.
Time will tell if this is true.