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KF2-Dev-Scripts/Engine/Classes/SimpleSplineNonLoopAudioComponent.uc
2020-12-13 18:01:13 +03:00

60 lines
1.8 KiB
Ucode

/**
* 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<ToolTip=The lower bound of the delay in seconds>;
var( Randomized ) float DelayMax<ToolTip=The upper bound of the delay in seconds>;
var( Randomized ) float PitchMin<ToolTip=The lower bound of pitch (1.0 is no change)>;
var( Randomized ) float PitchMax<ToolTip=The upper bound of pitch (1.0 is no change)>;
var( Randomized ) float VolumeMin<ToolTip=The lower bound of volume (1.0 is no change)>;
var( Randomized ) float VolumeMax<ToolTip=The upper bound of volume (1.0 is no change)>;
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<FWaveInstance*> &WaveInstances, const TArray<struct FListener>& 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
}