63 lines
2.8 KiB
Ucode
63 lines
2.8 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 sounds changes volume with distance to the listener.
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* Allows to more advance distance-volume function modelling.
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* https://udn.epicgames.com/Three/UsingSoundActors
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*/
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class SoundNodeAttenuationAndGain extends SoundNode
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DependsOn(SoundNodeAttenuation)
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native( Sound )
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hidecategories( Object )
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editinlinenew;
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/* The settings for attenuating. */
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var( AttenuationAndGain ) bool bAttenuate<ToolTip=Enable attenuation via volume>;
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var( AttenuationAndGain ) bool bSpatialize<ToolTip=Enable the source to be positioned in 3D>;
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var( AttenuationAndGain ) float dBAttenuationAtMax<ToolTip=The volume at maximum distance in deciBels>;
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var( AttenuationAndGain ) float OmniRadius<ToolTip=At what distance to start blending the sound from as omnidirectional>;
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/** What kind of attenuation model to use */
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var( AttenuationAndGain ) SoundDistanceModel GainDistanceAlgorithm<ToolTip=The type of volume versus distance algorithm to use>;
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var( AttenuationAndGain ) SoundDistanceModel AttenuateDistanceAlgorithm<ToolTip=The type of volume versus distance algorithm to use>;
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/** How to calculate the distance from the sound to the listener */
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var( AttenuationAndGain ) ESoundDistanceCalc DistanceType<ToolTip=Special attenuation modes>;
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var( AttenuationAndGain ) float MinimalVolume<ToolTip=Volume level at distance between 0 and RadiusMin>;
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var( AttenuationAndGain ) float RadiusMin<ToolTip=The range at which the sound starts gaining>;
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var( AttenuationAndGain ) float RadiusPeak<ToolTip=The range at which the sound starts attenuating. RadiusPeak must be greater than RadiusMin and lesser than RadiusMax>;
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var( AttenuationAndGain ) float RadiusMax<ToolTip=The range at which the sound has attenuated completely>;
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/* The settings for attenuating with a low pass filter. */
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var( LowPassFilter ) bool bAttenuateWithLPF<ToolTip=Enable attenuation via low pass filter>;
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var( LowPassFilter ) float LPFMinimal<ToolTip=LPF level at distance between 0 and RadiusMin>;
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var( LowPassFilter ) float LPFRadiusMin<ToolTip=The range at which to start rising a low passfilter>;
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var( LowPassFilter ) float LPFRadiusPeak<ToolTip=The range at which to start attenuating a low passfilter>;
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var( LowPassFilter ) float LPFRadiusMax<ToolTip=The range at which to apply the maximum amount of low pass filter>;
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defaultproperties
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{
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bAttenuate=true
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bSpatialize=true
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dBAttenuationAtMax=-60;
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GainDistanceAlgorithm=ATTENUATION_Linear
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AttenuateDistanceAlgorithm=ATTENUATION_Linear
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DistanceType=SOUNDDISTANCE_Normal
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MinimalVolume=0.75
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RadiusMin=400
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RadiusPeak=2000
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RadiusMax=4000
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bAttenuateWithLPF=false
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LPFMinimal=0.75
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LPFRadiusMin=400
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LPFRadiusPeak=2000
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LPFRadiusMax=4000
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}
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