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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; // (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) defaultproperties { bRandomizeWithoutReplacement=True Name="Default__SoundNodeRandom" ObjectArchetype=SoundNode'Engine.Default__SoundNode' } |
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