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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SoundNodeAttenuation extends SoundNode native(Sound) collapsecategories hidecategories(Object) editinlinenew; enum SoundDistanceModel { ATTENUATION_Linear, ATTENUATION_Logarithmic, ATTENUATION_Inverse, ATTENUATION_LogReverse, ATTENUATION_NaturalSound }; var() SoundDistanceModel DistanceModel; /** * This is the point at which to start attenuating. Prior to this point the sound will be at full volume. **/ var() rawdistributionfloat MinRadius; var() rawdistributionfloat MaxRadius; var() float dBAttenuationAtMax; /** * This is the point at which to start applying a low pass filter. Prior to this point the sound will be dry. **/ var() rawdistributionfloat LPFMinRadius; var() rawdistributionfloat LPFMaxRadius; var() bool bSpatialize; var() bool bAttenuate; var() bool bAttenuateWithLowPassFilter; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { MinRadius=(Distribution=DistributionMinRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(400.000000,400.000000,400.000000,400.000000,400.000000,400.000000)) MaxRadius=(Distribution=DistributionMaxRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(5000.000000,5000.000000,5000.000000,5000.000000,5000.000000,5000.000000)) dBAttenuationAtMax=-60.000000 LPFMinRadius=(Distribution=DistributionLPFMinRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1500.000000,1500.000000,1500.000000,1500.000000,1500.000000,1500.000000)) LPFMaxRadius=(Distribution=DistributionLPFMaxRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(5000.000000,5000.000000,5000.000000,5000.000000,5000.000000,5000.000000)) bSpatialize=True bAttenuate=True bAttenuateWithLowPassFilter=True Name="Default__SoundNodeAttenuation" ObjectArchetype=SoundNode'Engine.Default__SoundNode' } |
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