Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Used to affect reverb settings in the game and editor. */ class ReverbVolume extends Volume native placeable hidecategories(Advanced,Attachment,Collision,Volume); /** * Indicates a reverb preset to use. */ enum ReverbPreset { REVERB_Default, REVERB_Bathroom, REVERB_StoneRoom, REVERB_Auditorium, REVERB_ConcertHall, REVERB_Cave, REVERB_Hallway, REVERB_StoneCorridor, REVERB_Alley, REVERB_Forest, REVERB_City, REVERB_Mountains, REVERB_Quarry, REVERB_Plain, REVERB_ParkingLot, REVERB_SewerPipe, REVERB_Underwater, REVERB_SmallRoom, REVERB_MediumRoom, REVERB_LargeRoom, REVERB_MediumHall, REVERB_LargeHall, REVERB_Plate, }; /** Struct encapsulating settings for reverb effects. */ struct native ReverbSettings { /** The reverb preset to employ. */ var() ReverbPreset ReverbType; /** Volume level of the reverb affect. */ var() float Volume; /** Time to fade from the current reverb settings into this setting, in seconds. */ var() float FadeTime; structdefaultproperties { ReverbType=REVERB_Default Volume=0.5 FadeTime=2.0 } }; /** * Priority of this volume. In the case of overlapping volumes the one with the highest priority * is chosen. The order is undefined if two or more overlapping volumes have the same priority. */ var() float Priority; /** Reverb settings to use for this volume. */ var() ReverbSettings Settings; /** Next volume in linked listed, sorted by priority in descending order. */ var const noimport transient ReverbVolume NextLowerPriorityVolume; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Settings=(Volume=0.500000,FadeTime=2.000000) Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__Volume:BrushComponent0' CollideActors=False BlockNonZeroExtent=False ObjectArchetype=BrushComponent'Engine.Default__Volume:BrushComponent0' End Object BrushComponent=BrushComponent0 Components(0)=BrushComponent0 bCollideActors=False CollisionComponent=BrushComponent0 CollisionType=COLLIDE_CustomDefault Name="Default__ReverbVolume" ObjectArchetype=Volume'Engine.Default__Volume' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |