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 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_PlaySound extends SeqAct_Latent native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Sound cue to play on the targeted actor(s) */ var() SoundCue PlaySound; /** Additional dead space to append to SoundDuration */ var() float ExtraDelay; /** Remaining duration of sound, for timing activation of 'Finished' output */ var transient float SoundDuration; /** Time taken for sound to fade in when action is activated. */ var() float FadeInTime; /** Time take for sound to fade out when Stop input is fired. */ var() float FadeOutTime; /** Volume multiplier propagated to audio component */ var() float VolumeMultiplier; /** Pitch multiplier propagated to audio component */ var() float PitchMultiplier; /** TRUE to suppress display of any subtitles the soundcue may have. FALSE for normal subtitle behavior. */ var() bool bSuppressSubtitles; /** Was this sound stopped? */ var transient bool bStopped; defaultproperties { VolumeMultiplier=1.000000 PitchMultiplier=1.000000 InputLinks(0)=(LinkDesc="Play") InputLinks(1)=(LinkDesc="Stop") OutputLinks(0)=(LinkDesc="Out") OutputLinks(1)=(LinkDesc="Finished") OutputLinks(2)=(LinkDesc="Stopped") ObjClassVersion=2 ObjName="Play Sound" ObjCategory="Sound" Name="Default__SeqAct_PlaySound" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |