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KF2-Dev-Scripts/Engine/Classes/SoundCue.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
// WWISEMODIF_START
class SoundCue extends AkBaseSoundObject
// WWISEMODIF_END
dependson( AudioDevice )
hidecategories( object )
native;
struct native export SoundNodeEditorData
{
var native const int NodePosX;
var native const int NodePosY;
};
/** Sound group this sound cue belongs to */
var() Name SoundClass;
var ESoundClassName SoundClassName;
/** For debugging purpose only . */
var() bool bDebug;
var SoundNode FirstNode;
var native const Map{USoundNode*,FSoundNodeEditorData} EditorData;
var transient float MaxAudibleDistance;
var() float VolumeMultiplier;
var() float PitchMultiplier;
var float Duration;
`if(`__TW_)
/** Automatically pitch shift the sound with time dilation, such as zed time. */
var() bool bPitchShiftWithTimeDilation;
`endif
/** Reference to FaceFX AnimSet package the animation is in */
//var() editoronly notforconsole FaceFXAnimSet FaceFXAnimSetRef;
var() FaceFXAnimSet FaceFXAnimSetRef;
/** Name of the FaceFX Group the animation is in */
var() string FaceFXGroupName;
/** Name of the FaceFX Animation */
var() string FaceFXAnimName;
/** Maximum number of times this cue can be played concurrently. */
var() int MaxConcurrentPlayCount;
/** Number of times this cue is currently being played. */
var const transient duplicatetransient int CurrentPlayCount;
var deprecated Name SoundGroup;
native final function float GetCueDuration();
defaultproperties
{
VolumeMultiplier=0.75
PitchMultiplier=1
MaxConcurrentPlayCount=16
`if(`__TW_)
bPitchShiftWithTimeDilation=true
`endif
}