/** * * 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 { }