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Engine.SoundNodeRandom


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class SoundNodeRandom extends SoundNode
	native(Sound)
	collapsecategories
	hidecategories(Object)
	editinlinenew;


var()		editfixedsize	array<float>		Weights;


/** 
 * Determines whether or not this SoundNodeRandom should randomize with or without
 * replacement.  
 *
 * WithoutReplacement means that only nodes left will be valid for 
 * selection.  So with that, you are guarenteed to have only one occurrence of the
 * sound played until all of the other sounds in the set have all been played.
 *
 * WithReplacement means that a node will be chosen and then placed back into the set.
 * So one could play the same sound over and over if the probabilities don't go your way :-)
 *
 **/
var() 						bool				bRandomizeWithoutReplacement;

/**
 * Internal state of which sounds have been played.  This is only used at runtime
 * to keep track of which sounds have been played
 **/
var 		transient		array<bool>			HasBeenUsed; // we are logically treating this as an array of bools

/** Counter var so we don't have to count all of the used sounds each time we choose a sound **/
var 		transient		int					NumRandomUsed;



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defaultproperties
{
   bRandomizeWithoutReplacement=True
   Name="Default__SoundNodeRandom"
   ObjectArchetype=SoundNode'Engine.Default__SoundNode'
}

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Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:14.503 - Created with UnCodeX