/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * Defines the parameters for an in world looping ambient sound e.g. a wind sound */ class SoundNodeAmbient extends SoundNode native( Sound ) hidecategories( Object ) AutoExpandCategories( Attenuation, LowPassFilter, Modulation, Sounds, Spatialization ) DontSortCategories( Attenuation, LowPassFilter, Modulation, Sounds, Spatialization ) dependson( SoundNodeAttenuation ) editinlinenew; struct native AmbientSoundSlot { var() SoundNodeWave Wave; var() float PitchScale; var() float VolumeScale; var() float Weight; structdefaultproperties { PitchScale=1.0 VolumeScale=1.0 Weight=1.0 } structcpptext { FAmbientSoundSlot( void ) { PitchScale = 1.0f; VolumeScale = 1.0f; Weight = 1.0f; } } }; /* The settings for attenuating. */ var( Attenuation ) bool bAttenuate; var( Attenuation ) bool bSpatialize; var( Attenuation ) float dBAttenuationAtMax; /** What kind of attenuation model to use */ var( Attenuation ) SoundDistanceModel DistanceModel; 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; var( Modulation ) float PitchMin; var( Modulation ) float PitchMax; var( Modulation ) float VolumeMin; var( Modulation ) float VolumeMax; var( Sounds ) array SoundSlots; defaultproperties { bAttenuate=true bSpatialize=true dBAttenuationAtMax=-60 RadiusMin=2000 RadiusMax=5000 DistanceModel=ATTENUATION_Linear LPFRadiusMin=3500 LPFRadiusMax=7000 VolumeMin=0.7 VolumeMax=0.7 PitchMin=1.0 PitchMax=1.0 }