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

81 lines
2.7 KiB
Ucode

class InterpTrackSound extends InterpTrackVectorBase
native(Interpolation);
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
*
* A track that plays sounds on the groups Actor.
*/
cpptext
{
virtual void PostLoad();
// InterpTrack interface
virtual INT GetNumKeyframes() const;
virtual void GetTimeRange(FLOAT& StartTime, FLOAT& EndTime) const;
virtual FLOAT GetTrackEndTime() const;
virtual FLOAT GetKeyframeTime(INT KeyIndex) const;
virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
virtual INT SetKeyframeTime(INT KeyIndex, FLOAT NewKeyTime, UBOOL bUpdateOrder=true);
virtual void RemoveKeyframe(INT KeyIndex);
virtual INT DuplicateKeyframe(INT KeyIndex, FLOAT NewKeyTime);
virtual UBOOL GetClosestSnapPosition(FLOAT InPosition, TArray<INT> &IgnoreKeys, FLOAT& OutPosition);
virtual void PreviewUpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst);
virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
virtual void PreviewStopPlayback(class UInterpTrackInst* TrInst);
/** Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.
* @return String name of the helper class.*/
virtual const FString GetEdHelperClassName() const;
virtual class UMaterial* GetTrackIcon() const;
virtual void DrawTrack( FCanvas* Canvas, UInterpGroup* Group, const FInterpTrackDrawParams& Params );
/** Whether or not this track is allowed to be used on static actors. */
virtual UBOOL AllowStaticActors() { return TRUE; }
// InterpTrackSound interface
/**
* Returns the key at the specified position in the track.
*/
struct FSoundTrackKey& GetSoundTrackKeyAtPosition(FLOAT InPosition);
virtual void SetTrackToSensibleDefault();
}
/** Information for one sound in the track. */
struct native SoundTrackKey
{
var float Time;
var float Volume;
var float Pitch;
var() SoundCue Sound;
structdefaultproperties
{
Volume=1.f
Pitch=1.f
}
};
/** Array of sounds to play at specific times. */
var array<SoundTrackKey> Sounds;
/** if set, sound plays only when playing the matinee in reverse instead of when the matinee plays forward */
var() bool bPlayOnReverse;
/** If true, sounds on this track will not be forced to finish when the matinee sequence finishes. */
var() bool bContinueSoundOnMatineeEnd;
/** If TRUE, don't show subtitles for sounds played by this track. */
var() bool bSuppressSubtitles;
/** If true and track is controlling a pawn, makes the pawn "speak" the given audio. */
var() bool bTreatAsDialogue;
defaultproperties
{
TrackInstClass=class'Engine.InterpTrackInstSound'
TrackTitle="Sound"
}