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KF2-Dev-Scripts/UDKBase/classes/UDKMapMusicInfo.uc

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2020-12-13 15:01:13 +00:00
/**
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKMapMusicInfo extends Object
native
hidecategories(Object)
editinlinenew;
enum ECrossfadeType
{
CFT_BeginningOfMeasure,
CFT_EndOfMeasure
};
struct native MusicSegment
{
/** Tempo in Beats per Minute. This allows for the specific segement to have a different BPM **/
var() float TempoOverride;
/** crossfading always begins at the beginning of the measure **/
var ECrossfadeType CrossfadeRule;
/**
* How many measures it takes to crossfade to this MusicSegment
* (e.g. No matter which MusicSegement we are currently in when we crossfade to this one we will
* fade over this many measures.
**/
var() int CrossfadeToMeNumMeasuresDuration;
var() SoundCue TheCue;
structdefaultproperties
{
CrossfadeRule=CFT_BeginningOfMeasure;
CrossfadeToMeNumMeasuresDuration=1
}
};
struct native StingersForAMap
{
var() SoundCue Died;
var() SoundCue DoubleKill;
var() SoundCue EnemyGrabFlag;
var() SoundCue FirstKillingSpree;
var() SoundCue FlagReturned;
var() SoundCue GrabFlag;
var() SoundCue Kill;
var() SoundCue LongKillingSpree;
var() SoundCue MajorKill;
var() SoundCue MonsterKill;
var() SoundCue MultiKill;
var() SoundCue ReturnFlag;
var() SoundCue ScoreLosing;
var() SoundCue ScoreTie;
var() SoundCue ScoreWinning;
};
struct native MusicForAMap
{
/** Default Tempo in Beats per Minute. **/
var() float Tempo;
var() MusicSegment Action;
var() MusicSegment Ambient;
var() MusicSegment Intro;
var() MusicSegment Suspense;
var() MusicSegment Tension;
var() MusicSegment Victory;
};
/**
* This is the music for the map. Content folk will pick from the various sets of music that exist
* and then specify the music the map should have.
**/
var() MusicForAMap MapMusic;
/** These are the stingers for the map **/
var() StingersForAMap MapStingers;
defaultproperties
{
}