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 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * Sound node that contains sample data */ class SoundNodeWave extends SoundNode PerObjectConfig native( SoundNode ) hidecategories( Object ) editinlinenew; enum EDecompressionType { DTYPE_Setup, DTYPE_Invalid, DTYPE_Preview, DTYPE_Native, DTYPE_RealTime }; enum ETTSSpeaker { TTSSPEAKER_Paul, TTSSPEAKER_Harry, TTSSPEAKER_Frank, TTSSPEAKER_Dennis, TTSSPEAKER_Kit, TTSSPEAKER_Betty, TTSSPEAKER_Ursula, TTSSPEAKER_Rita, TTSSPEAKER_Wendy, }; /** Platform agnostic compression quality. 1..100 with 1 being best compression and 100 being best quality */ var(Compression) int CompressionQuality<Tooltip=1 smallest size, 100 is best quality>; /** If set, forces wave data to be decompressed during playback instead of upfront on platforms that have a choice. */ var(Compression) bool bForceRealtimeDecompression; /** Whether to free the resource data after it has been uploaded to the hardware */ var transient const bool bDynamicResource; /** Whether to free this resource after it has played - designed for TTS of log */ var transient const bool bOneTimeUse; /** Set to true to speak SpokenText using TTS */ var(TTS) bool bUseTTS; /** Speaker to use for TTS */ var(TTS) ETTSSpeaker TTSSpeaker; /** A localized version of the text that is actually spoken in the audio. */ var(TTS) localized string SpokenText<ToolTip=The phonetic version of the dialog>; /** Playback volume of sound 0 to 1 */ var(Info) editconst const float Volume; /** Playback pitch for sound 0.5 to 2.0 */ var(Info) editconst const float Pitch; /** Duration of sound in seconds. */ var(Info) editconst const float Duration; /** Number of channels of multichannel data; 1 or 2 for regular mono and stereo files */ var(Info) editconst const int NumChannels; /** Cached sample rate for displaying in the tools */ var(Info) editconst const int SampleRate; /** Cached sample data size for tracking stats */ var const int SampleDataSize; /** Offsets into the bulk data for the source wav data */ var const array<int> ChannelOffsets; /** Sizes of the bulk data for the source wav data */ var const array<int> ChannelSizes; /** Uncompressed wav data 16 bit in mono or stereo - stereo not allowed for multichannel data */ var native const UntypedBulkData_Mirror RawData{FByteBulkData}; /** Pointer to 16 bit PCM data - used to preview sounds */ var native const pointer RawPCMData{SWORD}; /** Type of buffer this wave uses. Set once on load */ var transient const EDecompressionType DecompressionType; /** Async worker that decompresses the vorbis data on a different thread */ var native const pointer VorbisDecompressor{FAsyncVorbisDecompress}; /** Where the compressed vorbis data is decompressed to */ var transient const array<byte> PCMData; /** Cached ogg vorbis data. */ var native const UntypedBulkData_Mirror CompressedPCData{FByteBulkData}; /** Cached cooked Xbox 360 data to speed up iteration times. */ var native const UntypedBulkData_Mirror CompressedXbox360Data{FByteBulkData}; /** Cached cooked PS3 data to speed up iteration times. */ var native const UntypedBulkData_Mirror CompressedPS3Data{FByteBulkData}; /** Resource index to cross reference with buffers */ var transient const int ResourceID; /** Size of resource copied from the bulk data */ var transient const int ResourceSize; /** Memory containing the data copied from the compressed bulk data */ var native const pointer ResourceData{void}; /** * A line of subtitle text and the time at which it should be displayed. */ struct native SubtitleCue { /** The text too appear in the subtitle. */ var() localized string Text; /** The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line. */ var() localized float Time; }; /** * Subtitle cues. If empty, use SpokenText as the subtitle. Will often be empty, * as the contents of the subtitle is commonly identical to what is spoken. */ var(Subtitles) localized array<SubtitleCue> Subtitles; /** Provides contextual information for the sound to the translator. */ var(Subtitles) localized string Comment<ToolTip=Contextual information for the sound to the translator>; var(Subtitles) bool bAlwaysLocalise<ToolTip=Localise this sound even if there are no subtitles>; /** TRUE if this sound is considered mature. */ var(Subtitles) localized bool bMature<ToolTip=For marking any adult language>; /** TRUE if the subtitles have been split manually. */ var(Subtitles) localized bool bManualWordWrap<ToolTip=Disable automatic generation of line breaks>; // (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) // (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) defaultproperties { CompressionQuality=40 Volume=0.750000 Pitch=1.000000 Name="Default__SoundNodeWave" ObjectArchetype=SoundNode'Engine.Default__SoundNode' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |