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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SoundCue extends Object hidecategories(object) native; struct native export SoundNodeEditorData { var native const int NodePosX; var native const int NodePosY; }; /** Sound group this sound cue belongs to */ var Name SoundGroup; var SoundNode FirstNode; var const native Map{USoundNode*,FSoundNodeEditorData} EditorData; var transient float MaxAudibleDistance; var() float VolumeMultiplier; var() float PitchMultiplier; var float Duration; /** Reference to FaceFX AnimSet package the animation is in */ var() FaceFXAnimSet FaceFXAnimSetRef; /** Name of the FaceFX Group the animation is in */ var() string FaceFXGroupName; /** Name of the FaceFX Animation */ var() string FaceFXAnimName; /** Maximum number of times this cue can be played concurrently. */ var() int MaxConcurrentPlayCount; /** Number of times this cue is currently being played. */ var const transient duplicatetransient int CurrentPlayCount; // (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) native function float GetCueDuration(); defaultproperties { VolumeMultiplier=0.750000 PitchMultiplier=1.000000 MaxConcurrentPlayCount=16 Name="Default__SoundCue" ObjectArchetype=Object'Core.Default__Object' } |
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