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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AudioDevice extends Subsystem config( engine ) native( AudioDevice ) transient; struct native Listener { var const PortalVolume PortalVolume; var vector Location; var vector Up; var vector Right; var vector Front; }; /** * Enum describing the sound modes available for use in game. */ enum ESoundMode { /** Normal - No EQ applied */ SOUNDMODE_NORMAL, /** Slowmo */ SOUNDMODE_SLOWMOTION, /** Death - Death EQ applied */ SOUNDMODE_DEATH, /** Cover - EQ applied to indicate player is in cover */ SOUNDMODE_COVER, /** Roadie Run - Accentuates high-pitched bullet whips, etc. */ SOUNDMODE_ROADIE_RUN, /** TacCom - Tactical command EQ lowers game volumes */ SOUNDMODE_TACCOM, /** Applied to the radio effect */ SOUNDMODE_RADIO, }; /** * Structure defining a sound mode (used for EQ and volume ducking) */ struct native ModeSettings { var ESoundMode Mode; var float FadeTime; structdefaultproperties { Mode=SOUNDMODE_NORMAL FadeTime=0.1 } }; /** * Structure containing configurable properties of a sound group. */ struct native SoundGroupProperties { /** Volume multiplier. */ var() float Volume; /** Pitch multiplier. */ var() float Pitch; /** Voice center channel volume - Not a multiplier (no propagation) */ var() float VoiceCenterChannelVolume; /** Radio volume multiplier - Not a multiplier (no propagation) */ var() float VoiceRadioVolume; /** Sound mode voice - whether to apply audio effects */ var() bool bApplyEffects; /** Whether to artificially prioritise the component to play */ var() bool bAlwaysPlay; /** Whether or not this sound plays when the game is paused in the UI */ var() bool bIsUISound; /** Whether or not this is music (propagates only if parent is TRUE) */ var() bool bIsMusic; /** Whether or not this sound group is excluded from reverb EQ */ var() bool bNoReverb; structdefaultproperties { Volume=1 Pitch=1 VoiceCenterChannelVolume=0 VoiceRadioVolume=0 bApplyEffects=FALSE bAlwaysPlay=FALSE bIsUISound=FALSE bIsMusic=FALSE bNoReverb=FALSE } structcpptext { /** Interpolate the data in sound groups */ void Interpolate( FLOAT InterpValue, FSoundGroupProperties& Start, FSoundGroupProperties& End ); } }; /** * Structure containing information about a sound group. */ struct native SoundGroup { /** Configurable properties like volume and priority. */ var() SoundGroupProperties Properties; /** Name of this sound group. */ var() name GroupName; /** Array of names of child sound groups. Empty for leaf groups. */ var() array<name> ChildGroupNames; }; /** * Elements of data for sound group volume control */ struct native SoundGroupAdjuster { var name GroupName; var float VolumeAdjuster; var float PitchAdjuster; structdefaultproperties { GroupName="Master" VolumeAdjuster=1 PitchAdjuster=1 } }; /** * Group of adjusters */ struct native SoundGroupEffect { var array<SoundGroupAdjuster> GroupEffect; }; var config const int MaxChannels; var config const bool UseEffectsProcessing; var transient const array<AudioComponent> AudioComponents; var native const array<pointer> Sources{FSoundSource}; var native const array<pointer> FreeSources{FSoundSource}; var native const DynamicMap_Mirror WaveInstanceSourceMap{TDynamicMap<FWaveInstance*, FSoundSource*>}; var native const bool bGameWasTicking; var native const array<Listener> Listeners; var native const QWORD CurrentTick; /** Map from name to the sound group index - used to index the following 4 arrays */ var native const Map_Mirror NameToSoundGroupIndexMap{TMap<FName, INT>}; /** The sound group constants that we are interpolating from */ var native const array<SoundGroup> SourceSoundGroups; /** The current state of sound group constants */ var native const array<SoundGroup> CurrentSoundGroups; /** The sound group constants that we are interpolating to */ var native const array<SoundGroup> DestinationSoundGroups; /** Array of sound groups read from ini file */ var() config array<SoundGroup> SoundGroups; /** Array of presets that modify sound groups */ var() config array<SoundGroupEffect> SoundGroupEffects; /** Interface to audio effects processing */ var native const pointer Effects{class FAudioEffectsManager}; var native const ESoundMode CurrentMode; var native const double SoundModeStartTime; var native const double SoundModeEndTime; /** Interface to text to speech processor */ var native const pointer TextToSpeech{class FTextToSpeech}; var native const bool bTestLowPassFilter; var native const bool bTestEQFilter; /** transient master volume multiplier that can be modified at runtime without affecting user settings * automatically reset to 1.0 on level change */ var transient float TransientMasterVolume; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // 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(cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { SoundGroups(0)=(Properties=(Volume=0.240000,Pitch=1.000000),GroupName="Ambient") SoundGroups(1)=(Properties=(Volume=1.000000,Pitch=1.000000,bAlwaysPlay=True,bNoReverb=True),GroupName="Announcer") SoundGroups(2)=(Properties=(Volume=1.000000,Pitch=1.000000,bAlwaysPlay=True,bIsUISound=True),GroupName="Briefing") SoundGroups(3)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Character") SoundGroups(4)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="Cinematic") SoundGroups(5)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="CinematicDialog") SoundGroups(6)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Dialog",ChildGroupNames=("StoryDialog","CinematicDialog","Taunts","Briefing")) SoundGroups(7)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Item") SoundGroups(8)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Master",ChildGroupNames=("SFX","Cinematic","Music","Announcer","VoiceChat","Dialog","MovieEffects","MovieVoice","UI")) SoundGroups(9)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="MovieEffects") SoundGroups(10)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="MovieVoice") SoundGroups(11)=(Properties=(Volume=1.000000,Pitch=1.000000,bAlwaysPlay=True,bNoReverb=True),GroupName="Music") SoundGroups(12)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="SFX",ChildGroupNames=("Character","Item","Stinger","Vehicle","Weapon")) SoundGroups(13)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="Stinger") SoundGroups(14)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="StoryDialog") SoundGroups(15)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Taunts") SoundGroups(16)=(Properties=(Volume=1.000000,Pitch=1.000000,bIsUISound=True,bNoReverb=True),GroupName="UI") SoundGroups(17)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Vehicle") SoundGroups(18)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="VoiceChat") SoundGroups(19)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Weapon") SoundGroupEffects(0)= SoundGroupEffects(1)=(GroupEffect=((GroupName="Weapon",PitchAdjuster=0.400000),(GroupName="Ambient",PitchAdjuster=0.400000),(GroupName="Character",PitchAdjuster=0.400000),(GroupName="Item",PitchAdjuster=0.400000),(GroupName="Vehicle",PitchAdjuster=0.400000))) Name="Default__AudioDevice" ObjectArchetype=Subsystem'Core.Default__Subsystem' } |
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