/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SimpleSplineNonLoopAudioComponent extends SimpleSplineAudioComponent native collapsecategories hidecategories(Object,ActorComponent) dependson(SoundNodeAttenuation) editinlinenew; var( Randomized ) float DelayMin; var( Randomized ) float DelayMax; var( Randomized ) float PitchMin; var( Randomized ) float PitchMax; var( Randomized ) float VolumeMin; var( Randomized ) float VolumeMax; var int CurrentSlotIndex; var float UsedVolumeModulation; var float UsedPitchModulation; var float NextSoundTime; cpptext { /** * Reassign all randomized fields */ void Reshuffle(); // following methods must call Reshuffle(), because they reset PlaybackTime variable virtual void Play( void ); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); protected: /** * Inner function, handles single slot in UpdateWaveInstances. */ virtual void HandleSoundSlot( UAudioDevice* AudioDevice, TArray &WaveInstances, const TArray& InListeners, FSplineSoundSlot& Slot, INT ChildIndex); } defaultproperties { DelayMin=0.0 DelayMax=0.0 PitchMin=1.0 PitchMax=1.0 VolumeMin=1.0 VolumeMax=1.0 UsedVolumeModulation=1.0 UsedPitchModulation=1.0 NextSoundTime=0.0 CurrentSlotIndex=-1 }