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Various potential merges to cherry pick. #74

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Commits on Nov 16, 2022

  1. Occlusion details for PlayEventAttached.

    Exposed Occlusion details on the PlayEventAttached blueprint callable function.
    AgentMilkshake1 committed Nov 16, 2022
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  2. Added Listener Attenuation as a separate transform to be passed throu…

    …gh to FMOD
    
    Listener Attenuation is now set by default to the Player Controller "Controlled Pawn" PawnViewPoint. This is overrideable on pawns. For example in a third person game, you might want the panning to be at the camera location, but the attenuation to be from the character's head location, meaning that a world sound doesn't get louder and quieter just from orbiting the camera around the controlled pawn.
    AgentMilkshake1 committed Nov 16, 2022
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  3. Changed FMODAudioComponent.h access specifiers for ActorComponent int…

    …erface to allow for virtual overrides.
    
    Changed FMODAudioComponent.h access specifiers for ActorComponent interface from private to protected to allow for virtual overrides.
    AgentMilkshake1 committed Nov 16, 2022
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  4. Allow Editor Viewport camera position to update listener position whe…

    …n simulating in editor.
    
    By default, FMOD doesn't allow for flying around in editor to hear the world sounds. This change allows for the editor viewport position to be used as the world listener position during UpdateListeners so that audio designers can fly around their worlds in simulation to hear things properly.
    AgentMilkshake1 committed Nov 16, 2022
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  5. Only active viewport during simulation acts as audio listener transform.

    In addition to a previous CL for allowing audio in viewports during "simulation". This CL ensures that only the active viewport (if multiple are open) during simulation updates the listener Transform.
    AgentMilkshake1 committed Nov 16, 2022
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