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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SoundClass extends Object
hidecategories( object )
dontsortcategories( SoundClass )
native( AudioDevice );
struct native export SoundClassEditorData
{
var native const int NodePosX;
var native const int NodePosY;
};
/**
* Structure containing configurable properties of a sound class.
*/
struct native SoundClassProperties
{
/** Volume multiplier. */
var() float Volume;
/** Pitch multiplier. */
var() float Pitch;
/** The amount of stereo sounds to bleed to the rear speakers */
var() float StereoBleed;
/** The amount of a sound to bleed to the LFE channel */
var() float LFEBleed;
/** Voice center channel volume - Not a multiplier (no propagation) */
var() float VoiceCenterChannelVolume;
/** Volume of the radio filter effect */
var() float RadioFilterVolume;
/** Volume at which the radio filter kicks in */
var() float RadioFilterVolumeThreshold;
/** Sound mode voice - whether to apply audio effects */
var() bool bApplyEffects;
/** Whether to artificially prioritise the component to play */
var() bool bAlwaysPlay;
/** Whether or not this sound plays when the game is paused in the UI */
var() bool bIsUISound;
/** Whether or not this is music (propagates only if parent is TRUE) */
var() bool bIsMusic;
/** Whether or not this sound class has reverb applied */
var() bool bReverb;
/** Whether or not this sound class forces sounds to the center channel */
var() bool bCenterChannelOnly;
/** Whether the Interior/Exterior volume and LPF modifiers should be applied */
var() bool bApplyAmbientVolumes;
structdefaultproperties
{
Volume=1
Pitch=1
StereoBleed=0.25
LFEBleed=0.5
VoiceCenterChannelVolume=0
RadioFilterVolume=0
RadioFilterVolumeThreshold=0
bApplyEffects=FALSE
bAlwaysPlay=FALSE
bIsUISound=FALSE
bIsMusic=FALSE
bReverb=TRUE
bCenterChannelOnly=FALSE
bApplyAmbientVolumes=FALSE
}
};
/** Configurable properties like volume and priority. */
var() SoundClassProperties Properties;
/** Array of names of child sound classes. Empty for leaf classes. */
var() array<name> ChildClassNames;
/** Whether this class is referenced by another class */
var bool bIsChild;
/** ID used in menus in the editor */
var editoronly int MenuID;
/** Editor data for all sound classes; only used in the master sound class */
var native const Map{USoundClass*, FSoundClassEditorData} EditorData;
defaultproperties
{
}