52 lines
1.3 KiB
Ucode
52 lines
1.3 KiB
Ucode
//=============================================================================
|
|
// Ambient sound, sits there and emits its sound.
|
|
// Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
|
|
//=============================================================================
|
|
class AkAmbientSound extends Keypoint native;
|
|
|
|
/** Should the audio component automatically play on load? */
|
|
//var() bool bAutoPlay; Not showing this parameter to user since it is not working properly yet.
|
|
var bool bAutoPlay;
|
|
|
|
/** Audio component to play */
|
|
var() AkEvent PlayEvent;
|
|
|
|
var() bool StopWhenOwnerIsDestroyed;
|
|
|
|
/** Is the audio component currently playing? */
|
|
var transient private bool bIsPlaying;
|
|
|
|
cpptext
|
|
{
|
|
public:
|
|
/**
|
|
* Start and stop the ambience playback
|
|
*/
|
|
virtual void StartPlayback();
|
|
virtual void StopPlayback();
|
|
|
|
/** Used by the component to flag the ambient sound as not playing */
|
|
void Playing( UBOOL in_IsPlaying );
|
|
|
|
virtual void FinishDestroy();
|
|
|
|
protected:
|
|
/**
|
|
* Starts audio playback if wanted.
|
|
*/
|
|
virtual void UpdateComponentsInternal(UBOOL bCollisionUpdate = FALSE);
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
Begin Object NAME=Sprite
|
|
Sprite=Texture2D'AkResources.Wwise'
|
|
End Object
|
|
|
|
bAutoPlay=TRUE
|
|
StopWhenOwnerIsDestroyed=TRUE
|
|
bIsPlaying=FALSE
|
|
|
|
RemoteRole=ROLE_None
|
|
}
|