/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_PlaySound extends SeqAct_Latent native(Sequence); cpptext { void Activated(); UBOOL UpdateOp(FLOAT deltaTime); void DeActivated(); /** stops the sound on all targets */ void Stop(); virtual void CleanUp(); void ActivateSound(); #if WITH_EDITOR void DrawTitleBar(FCanvas* Canvas, UBOOL bSelected, UBOOL bMouseOver, const FIntPoint& Pos, const FIntPoint& Size); #endif }; /** Sound cue to play on the targeted actor(s) */ var() SoundCue PlaySound; /** Additional dead space to append to SoundDuration */ var() float ExtraDelay; /** If TRUE, the extra delay has been played out */ var transient bool bDelayReached; /** Remaining duration of sound, for timing activation of 'Finished' output */ var transient float SoundDuration; /** Time taken for sound to fade in when action is activated. */ var() float FadeInTime; /** Time take for sound to fade out when Stop input is fired. */ var() float FadeOutTime; /** Volume multiplier propagated to audio component */ var() float VolumeMultiplier; /** Pitch multiplier propagated to audio component */ var() float PitchMultiplier; /** How long before end should the BeforeEnd output be activated. */ var() float BeforeEndTime; /** TRUE to suppress display of any subtitles the soundcue may have. FALSE for normal subtitle behavior. */ var() bool bSuppressSubtitles; /** Was this sound stopped? */ var transient bool bStopped; /** * Return the version number for this class. Child classes should increment this method by calling Super then adding * a individual class version to the result. When a class is first created, the number should be 0; each time one of the * link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of * Super.GetObjClassVersion() should be incremented by 1. * * @return the version number for this specific class. */ static event int GetObjClassVersion() { return Super.GetObjClassVersion() + 1; } defaultproperties { VolumeMultiplier=1 PitchMultiplier=1 ObjName="Play Sound" ObjCategory="Sound" InputLinks(0)=(LinkDesc="Play") InputLInks(1)=(LinkDesc="Stop") OutputLinks(0)=(LinkDesc="Out") OutputLinks(1)=(LinkDesc="Finished") OutputLinks(2)=(LinkDesc="Stopped") OutputLinks(3)=(LinkDesc="BeforeEnd") }