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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class MusicTrackDataStructures extends Object native; /** * These are the parameters we can control on a track that is being faded in / out **/ struct native MusicTrackParamStruct { /** Time taken for sound to fade in when action is activated. */ var() float FadeInTime; /** Volume the sound to should fade in to */ var() float FadeInVolumeLevel; /** Amount of delay between playing the new track */ var() float DelayBetweenOldAndNewTrack; /** Time take for sound to fade out when Stop input is fired. */ var() float FadeOutTime; /** Volume the sound to should fade out to */ var() float FadeOutVolumeLevel; structcpptext { } structdefaultproperties { FadeInTime=5.0f FadeInVolumeLevel=1.0f DelayBetweenOldAndNewTrack = 0.0f FadeOutTime=5.0f FadeOutVolumeLevel=0.0f } }; struct native MusicTrackStruct { var() MusicTrackParamStruct Params; /** which type this track is **/ var() name TrackType; /** The soundCue to play **/ var() SoundCue TheSoundCue; /** Controls whether or not the track is auto-played when it is attached to the scene. */ var() bool bAutoPlay; structdefaultproperties { } }; defaultproperties { Name="Default__MusicTrackDataStructures" ObjectArchetype=Object'Core.Default__Object' } |
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