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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
/**
* Defines the parameters for an in world looping ambient sound e.g. a wind sound
*/
class SoundNodeAmbient extends SoundNode
native( Sound )
hidecategories( Object )
AutoExpandCategories( Attenuation, LowPassFilter, Modulation, Sounds, Spatialization )
DontSortCategories( Attenuation, LowPassFilter, Modulation, Sounds, Spatialization )
dependson( SoundNodeAttenuation )
editinlinenew;
struct native AmbientSoundSlot
{
var() SoundNodeWave Wave;
var() float PitchScale;
var() float VolumeScale;
var() float Weight;
structdefaultproperties
{
PitchScale=1.0
VolumeScale=1.0
Weight=1.0
}
structcpptext
{
FAmbientSoundSlot( void )
{
PitchScale = 1.0f;
VolumeScale = 1.0f;
Weight = 1.0f;
}
}
};
/* The settings for attenuating. */
var( Attenuation ) bool bAttenuate<ToolTip=Enable attenuation via volume>;
var( Attenuation ) bool bSpatialize<ToolTip=Enable the source to be positioned in 3D>;
var( Attenuation ) float dBAttenuationAtMax<ToolTip=The volume at maximum distance in deciBels>;
/** What kind of attenuation model to use */
var( Attenuation ) SoundDistanceModel DistanceModel<ToolTip=The type of volume versus distance algorithm to use>;
var( Attenuation ) float RadiusMin<ToolTip=The range at which the sound starts attenuating>;
var( Attenuation ) float RadiusMax<ToolTip=The range at which the sound has attenuated completely>;
/* The settings for attenuating with a low pass filter. */
var( LowPassFilter ) bool bAttenuateWithLPF<ToolTip=Enable attenuation via low pass filter>;
var( LowPassFilter ) float LPFRadiusMin<ToolTip=The range at which to start applying a low passfilter>;
var( LowPassFilter ) float LPFRadiusMax<ToolTip=The range at which to apply the maximum amount of low pass filter>;
var( Modulation ) float PitchMin<ToolTip=The lower bound of pitch (1.0 is no change)>;
var( Modulation ) float PitchMax<ToolTip=The upper bound of pitch (1.0 is no change)>;
var( Modulation ) float VolumeMin<ToolTip=The lower bound of volume (1.0 is no change)>;
var( Modulation ) float VolumeMax<ToolTip=The upper bound of volume (1.0 is no change)>;
var( Sounds ) array<AmbientSoundSlot> SoundSlots<ToolTip=Sounds to play>;
defaultproperties
{
bAttenuate=true
bSpatialize=true
dBAttenuationAtMax=-60
RadiusMin=2000
RadiusMax=5000
DistanceModel=ATTENUATION_Linear
LPFRadiusMin=3500
LPFRadiusMax=7000
VolumeMin=0.7
VolumeMax=0.7
PitchMin=1.0
PitchMax=1.0
}