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