69 lines
2.2 KiB
Ucode
69 lines
2.2 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* Defines how a sound oscillates
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*/
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class SoundNodeOscillator extends SoundNode
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native( Sound )
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hidecategories( Object )
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editinlinenew;
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var( Oscillator ) bool bModulateVolume<ToolTip=Whether to oscillate volume>;
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var( Oscillator ) bool bModulatePitch<ToolTip=Whether to oscillate pitch>;
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var( Oscillator ) float AmplitudeMin<ToolTip=An amplitude of 0.25 would oscillate between 0.75 and 1.25>;
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var( Oscillator ) float AmplitudeMax<ToolTip=An amplitude of 0.25 would oscillate between 0.75 and 1.25>;
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var( Oscillator ) float FrequencyMin<ToolTip=A frequency of 20 would oscillate at 10Hz>;
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var( Oscillator ) float FrequencyMax<ToolTip=A frequency of 20 would oscillate at 10Hz>;
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var( Oscillator ) float OffsetMin<ToolTip=Offset into the sine wave. Value modded by 2 * PI>;
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var( Oscillator ) float OffsetMax<ToolTip=Offset into the sine wave. Value modded by 2 * PI>;
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var( Oscillator ) float CenterMin<ToolTip=A center of 0.5 would oscillate around 0.5>;
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var( Oscillator ) float CenterMax<ToolTip=A center of 0.5 would oscillate around 0.5>;
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var deprecated rawdistributionfloat Amplitude;
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var deprecated rawdistributionfloat Frequency;
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var deprecated rawdistributionfloat Offset;
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var deprecated rawdistributionfloat Center;
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defaultproperties
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{
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AmplitudeMin=0
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AmplitudeMax=0
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FrequencyMin=0
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FrequencyMax=0
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OffsetMin=0
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OffsetMax=0
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CenterMin=0
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CenterMax=0
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bModulateVolume=false
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bModulatePitch=false
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// deprecated defaults
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Begin Object Class=DistributionFloatUniform Name=DistributionAmplitude
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Min=0
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Max=0
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End Object
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Amplitude=(Distribution=DistributionAmplitude)
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Begin Object Class=DistributionFloatUniform Name=DistributionFrequency
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Min=0
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Max=0
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End Object
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Frequency=(Distribution=DistributionFrequency)
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Begin Object Class=DistributionFloatUniform Name=DistributionOffset
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Min=0
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Max=0
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End Object
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Offset=(Distribution=DistributionOffset)
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Begin Object Class=DistributionFloatUniform Name=DistributionCenter
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Min=0
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Max=0
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End Object
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Center=(Distribution=DistributionCenter)
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}
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