/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SoundClass extends Object hidecategories( object ) dontsortcategories( SoundClass ) native( AudioDevice ); struct native export SoundClassEditorData { var native const int NodePosX; var native const int NodePosY; }; /** * Structure containing configurable properties of a sound class. */ struct native SoundClassProperties { /** Volume multiplier. */ var() float Volume; /** Pitch multiplier. */ var() float Pitch; /** The amount of stereo sounds to bleed to the rear speakers */ var() float StereoBleed; /** The amount of a sound to bleed to the LFE channel */ var() float LFEBleed; /** Voice center channel volume - Not a multiplier (no propagation) */ var() float VoiceCenterChannelVolume; /** Volume of the radio filter effect */ var() float RadioFilterVolume; /** Volume at which the radio filter kicks in */ var() float RadioFilterVolumeThreshold; /** Sound mode voice - whether to apply audio effects */ var() bool bApplyEffects; /** Whether to artificially prioritise the component to play */ var() bool bAlwaysPlay; /** Whether or not this sound plays when the game is paused in the UI */ var() bool bIsUISound; /** Whether or not this is music (propagates only if parent is TRUE) */ var() bool bIsMusic; /** Whether or not this sound class has reverb applied */ var() bool bReverb; /** Whether or not this sound class forces sounds to the center channel */ var() bool bCenterChannelOnly; /** Whether the Interior/Exterior volume and LPF modifiers should be applied */ var() bool bApplyAmbientVolumes; structdefaultproperties { Volume=1 Pitch=1 StereoBleed=0.25 LFEBleed=0.5 VoiceCenterChannelVolume=0 RadioFilterVolume=0 RadioFilterVolumeThreshold=0 bApplyEffects=FALSE bAlwaysPlay=FALSE bIsUISound=FALSE bIsMusic=FALSE bReverb=TRUE bCenterChannelOnly=FALSE bApplyAmbientVolumes=FALSE } }; /** Configurable properties like volume and priority. */ var() SoundClassProperties Properties; /** Array of names of child sound classes. Empty for leaf classes. */ var() array ChildClassNames; /** Whether this class is referenced by another class */ var bool bIsChild; /** ID used in menus in the editor */ var editoronly int MenuID; /** Editor data for all sound classes; only used in the master sound class */ var native const Map{USoundClass*, FSoundClassEditorData} EditorData; defaultproperties { }