/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * Defines how a sounds changes volume with distance to the listener. * Allows to more advance distance-volume function modelling. * https://udn.epicgames.com/Three/UsingSoundActors */ class SoundNodeAttenuationAndGain extends SoundNode DependsOn(SoundNodeAttenuation) native( Sound ) hidecategories( Object ) editinlinenew; /* The settings for attenuating. */ var( AttenuationAndGain ) bool bAttenuate; var( AttenuationAndGain ) bool bSpatialize; var( AttenuationAndGain ) float dBAttenuationAtMax; var( AttenuationAndGain ) float OmniRadius; /** What kind of attenuation model to use */ var( AttenuationAndGain ) SoundDistanceModel GainDistanceAlgorithm; var( AttenuationAndGain ) SoundDistanceModel AttenuateDistanceAlgorithm; /** How to calculate the distance from the sound to the listener */ var( AttenuationAndGain ) ESoundDistanceCalc DistanceType; var( AttenuationAndGain ) float MinimalVolume; var( AttenuationAndGain ) float RadiusMin; var( AttenuationAndGain ) float RadiusPeak; var( AttenuationAndGain ) float RadiusMax; /* The settings for attenuating with a low pass filter. */ var( LowPassFilter ) bool bAttenuateWithLPF; var( LowPassFilter ) float LPFMinimal; var( LowPassFilter ) float LPFRadiusMin; var( LowPassFilter ) float LPFRadiusPeak; var( LowPassFilter ) float LPFRadiusMax; defaultproperties { bAttenuate=true bSpatialize=true dBAttenuationAtMax=-60; GainDistanceAlgorithm=ATTENUATION_Linear AttenuateDistanceAlgorithm=ATTENUATION_Linear DistanceType=SOUNDDISTANCE_Normal MinimalVolume=0.75 RadiusMin=400 RadiusPeak=2000 RadiusMax=4000 bAttenuateWithLPF=false LPFMinimal=0.75 LPFRadiusMin=400 LPFRadiusPeak=2000 LPFRadiusMax=4000 }