/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * Defines how a sounds changes volume with distance to the listener */ class SoundNodeAttenuation extends SoundNode native( Sound ) hidecategories( Object ) dontsortcategories( Attenuation, LowPassFilter ) editinlinenew; enum SoundDistanceModel { ATTENUATION_Linear, ATTENUATION_Logarithmic, ATTENUATION_Inverse, ATTENUATION_LogReverse, ATTENUATION_NaturalSound }; enum ESoundDistanceCalc { SOUNDDISTANCE_Normal, SOUNDDISTANCE_InfiniteXYPlane, SOUNDDISTANCE_InfiniteXZPlane, SOUNDDISTANCE_InfiniteYZPlane, }; /* The settings for attenuating. */ var( Attenuation ) bool bAttenuate; var( Attenuation ) bool bSpatialize; var( Attenuation ) float dBAttenuationAtMax; var( Attenuation ) float OmniRadius; /** What kind of attenuation model to use */ var( Attenuation ) SoundDistanceModel DistanceAlgorithm; /** How to calculate the distance from the sound to the listener */ var( Attenuation ) ESoundDistanceCalc DistanceType; var( Attenuation ) float RadiusMin; var( Attenuation ) float RadiusMax; /* The settings for attenuating with a low pass filter. */ var( LowPassFilter ) bool bAttenuateWithLPF; var( LowPassFilter ) float LPFRadiusMin; var( LowPassFilter ) float LPFRadiusMax; defaultproperties { bAttenuate=true bSpatialize=true dBAttenuationAtMax=-60; DistanceAlgorithm=ATTENUATION_Linear RadiusMin=400 RadiusMax=4000 LPFRadiusMin=3000 LPFRadiusMax=6000 }