84 lines
2.6 KiB
Ucode
84 lines
2.6 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* Defines the parameters for an in world looping ambient sound e.g. a wind sound
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*/
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class SoundNodeAmbient extends SoundNode
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native( Sound )
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hidecategories( Object )
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AutoExpandCategories( Attenuation, LowPassFilter, Modulation, Sounds, Spatialization )
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DontSortCategories( Attenuation, LowPassFilter, Modulation, Sounds, Spatialization )
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dependson( SoundNodeAttenuation )
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editinlinenew;
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struct native AmbientSoundSlot
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{
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var() SoundNodeWave Wave;
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var() float PitchScale;
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var() float VolumeScale;
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var() float Weight;
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structdefaultproperties
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{
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PitchScale=1.0
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VolumeScale=1.0
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Weight=1.0
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}
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structcpptext
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{
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FAmbientSoundSlot( void )
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{
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PitchScale = 1.0f;
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VolumeScale = 1.0f;
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Weight = 1.0f;
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}
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}
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};
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/* The settings for attenuating. */
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var( Attenuation ) bool bAttenuate<ToolTip=Enable attenuation via volume>;
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var( Attenuation ) bool bSpatialize<ToolTip=Enable the source to be positioned in 3D>;
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var( Attenuation ) float dBAttenuationAtMax<ToolTip=The volume at maximum distance in deciBels>;
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/** What kind of attenuation model to use */
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var( Attenuation ) SoundDistanceModel DistanceModel<ToolTip=The type of volume versus distance algorithm to use>;
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var( Attenuation ) float RadiusMin<ToolTip=The range at which the sound starts attenuating>;
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var( Attenuation ) float RadiusMax<ToolTip=The range at which the sound has attenuated completely>;
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/* The settings for attenuating with a low pass filter. */
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var( LowPassFilter ) bool bAttenuateWithLPF<ToolTip=Enable attenuation via low pass filter>;
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var( LowPassFilter ) float LPFRadiusMin<ToolTip=The range at which to start applying a low passfilter>;
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var( LowPassFilter ) float LPFRadiusMax<ToolTip=The range at which to apply the maximum amount of low pass filter>;
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var( Modulation ) float PitchMin<ToolTip=The lower bound of pitch (1.0 is no change)>;
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var( Modulation ) float PitchMax<ToolTip=The upper bound of pitch (1.0 is no change)>;
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var( Modulation ) float VolumeMin<ToolTip=The lower bound of volume (1.0 is no change)>;
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var( Modulation ) float VolumeMax<ToolTip=The upper bound of volume (1.0 is no change)>;
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var( Sounds ) array<AmbientSoundSlot> SoundSlots<ToolTip=Sounds to play>;
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defaultproperties
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{
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bAttenuate=true
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bSpatialize=true
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dBAttenuationAtMax=-60
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RadiusMin=2000
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RadiusMax=5000
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DistanceModel=ATTENUATION_Linear
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LPFRadiusMin=3500
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LPFRadiusMax=7000
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VolumeMin=0.7
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VolumeMax=0.7
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PitchMin=1.0
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PitchMax=1.0
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}
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