1
0
KF2-Dev-Scripts/Engine/Classes/SoundMode.uc

102 lines
3.4 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SoundMode extends Object
native( AudioDevice )
dontsortcategories( SoundMode )
dependson( AudioDevice, SoundClass )
hidecategories( object );
struct native AudioEQEffect
{
/** Start time of effect */
var native transient double RootTime;
/** High frequency filter cutoff frequency (Hz) */
var( HighPass ) float HFFrequency<ToolTip=High pass cutoff frequency.>;
/** High frequency gain */
var( HighPass ) float HFGain<ToolTip=0.0 is silent, 1.0 is full volume.>;
/** Middle frequency filter cutoff frequency (Hz) */
var( BandPass ) float MFCutoffFrequency<ToolTip=Band pass cutoff frequency.>;
/** Middle frequency filter bandwidth frequency (Hz) */
var( BandPass ) float MFBandwidth<ToolTip=Band pass bandwidth (0.1 to 2.0).>;
/** Middle frequency filter gain */
var( BandPass ) float MFGain<ToolTip=0.0 is silent, 1.0 is full volume.>;
/** Low frequency filter cutoff frequency (Hz) */
var( LowPass ) float LFFrequency<ToolTip=Low pass cutoff frequency.>;
/** Low frequency filter gain */
var( LowPass ) float LFGain<ToolTip=0.0 is silent, 1.0 is full volume.>;
structcpptext
{
// Cannot use strcutdefaultproperties here as this class is a member of a native class
FAudioEQEffect( void ) :
RootTime( 0.0 ),
HFFrequency( DEFAULT_HIGH_FREQUENCY ),
HFGain( 1.0f ),
MFCutoffFrequency( DEFAULT_MID_FREQUENCY ),
MFBandwidth( 1.0f ),
MFGain( 1.0f ),
LFFrequency( DEFAULT_LOW_FREQUENCY ),
LFGain( 1.0f )
{
}
/**
* Interpolate EQ settings based on time
*/
void Interpolate( FLOAT InterpValue, const FAudioEQEffect& Start, const FAudioEQEffect& End );
/**
* Validate all settings are in range
*/
void ClampValues( void );
}
};
/**
* Elements of data for sound group volume control
*/
struct native SoundClassAdjuster
{
var() transient ESoundClassName SoundClassName<Tooltip=The sound class this adjuster affects.>;
var() editconst name SoundClass<Tooltip=(Debug: Should be the same as SoundClassName).>;
var() float VolumeAdjuster<Tooltip=A multiplier applied to the volume.>;
var() float PitchAdjuster<Tooltip=A multiplier applied to the pitch.>;
var() bool bApplyToChildren<Tooltip=Check to apply this adjuster to all children of the sound class.>;
var() float VoiceCenterChannelVolumeAdjuster<Tooltip=A multiplier applied to VoiceCenterChannelVolume.>;
structdefaultproperties
{
SoundClassName="Master"
SoundClass=Master
VolumeAdjuster=1
PitchAdjuster=1
VoiceCenterChannelVolumeAdjuster=1
bApplyToChildren=false;
}
};
/** Whether to apply the EQ effect */
var( EQ ) bool bApplyEQ<ToolTip=Whether to apply an EQ effect.>;
var( EQ ) AudioEQEffect EQSettings;
/** Array of changes to be applied to groups */
var( SoundClasses ) array<SoundClassAdjuster> SoundClassEffects;
var() float InitialDelay<ToolTip=Initial delay in seconds before the the mode is applied.>;
var() float FadeInTime<ToolTip=Time taken in seconds for the mode to fade in.>;
var() float Duration<ToolTip=Duration of mode, negative means it will be applied until another mode is set.>;
var() float FadeOutTime<ToolTip=Time taken in seconds for the mode to fade out.>;
defaultproperties
{
bApplyEQ=FALSE
InitialDelay=0.0
Duration=-1.0
FadeInTime=0.2
FadeOutTime=0.2
}