60 lines
1.8 KiB
Ucode
60 lines
1.8 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SimpleSplineNonLoopAudioComponent extends SimpleSplineAudioComponent
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native
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collapsecategories
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hidecategories(Object,ActorComponent)
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dependson(SoundNodeAttenuation)
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editinlinenew;
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var( Randomized ) float DelayMin<ToolTip=The lower bound of the delay in seconds>;
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var( Randomized ) float DelayMax<ToolTip=The upper bound of the delay in seconds>;
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var( Randomized ) float PitchMin<ToolTip=The lower bound of pitch (1.0 is no change)>;
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var( Randomized ) float PitchMax<ToolTip=The upper bound of pitch (1.0 is no change)>;
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var( Randomized ) float VolumeMin<ToolTip=The lower bound of volume (1.0 is no change)>;
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var( Randomized ) float VolumeMax<ToolTip=The upper bound of volume (1.0 is no change)>;
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var int CurrentSlotIndex;
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var float UsedVolumeModulation;
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var float UsedPitchModulation;
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var float NextSoundTime;
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cpptext
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{
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/**
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* Reassign all randomized fields
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*/
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void Reshuffle();
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// following methods must call Reshuffle(), because they reset PlaybackTime variable
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virtual void Play( void );
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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protected:
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/**
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* Inner function, handles single slot in UpdateWaveInstances.
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*/
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virtual void HandleSoundSlot( UAudioDevice* AudioDevice, TArray<FWaveInstance*> &WaveInstances, const TArray<struct FListener>& InListeners, FSplineSoundSlot& Slot, INT ChildIndex);
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}
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defaultproperties
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{
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DelayMin=0.0
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DelayMax=0.0
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PitchMin=1.0
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PitchMax=1.0
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VolumeMin=1.0
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VolumeMax=1.0
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UsedVolumeModulation=1.0
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UsedPitchModulation=1.0
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NextSoundTime=0.0
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CurrentSlotIndex=-1
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} |