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