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Engine.AudioDevice

Extends
Subsystem
Modifiers
config ( engine ) native ( AudioDevice ) transient

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Subsystem
   |   
   +-- Engine.AudioDevice

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
array<AudioComponent>AudioComponents
boolbGameWasTicking
boolbTestEQFilter
boolbTestLowPassFilter
ESoundModeCurrentMode
array<SoundGroup>CurrentSoundGroups
QWORDCurrentTick
array<SoundGroup>DestinationSoundGroups
pointerEffects
array<pointer>FreeSources
array<Listener>Listeners
intMaxChannels
Map_MirrorNameToSoundGroupIndexMap
doubleSoundModeEndTime
doubleSoundModeStartTime
array<pointer>Sources
array<SoundGroup>SourceSoundGroups
pointerTextToSpeech
floatTransientMasterVolume
boolUseEffectsProcessing
DynamicMap_MirrorWaveInstanceSourceMap
AudioDevice
array<SoundGroupEffect>SoundGroupEffects
array<SoundGroup>SoundGroups
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ESoundMode
SOUNDMODE_NORMAL, SOUNDMODE_SLOWMOTION, SOUNDMODE_DEATH, SOUNDMODE_COVER, SOUNDMODE_ROADIE_RUN, SOUNDMODE_TACCOM, SOUNDMODE_RADIO,
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Listener
PortalVolume, Location, Up, Right, Front
ModeSettings
Mode, FadeTime
SoundGroup
Properties, GroupName, ChildGroupNames
SoundGroupAdjuster
GroupName, VolumeAdjuster, PitchAdjuster
SoundGroupEffect
GroupEffect
SoundGroupProperties
Volume, Pitch, VoiceCenterChannelVolume, VoiceRadioVolume, bApplyEffects, bAlwaysPlay, bIsUISound, bIsMusic, bNoReverb
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

AudioComponents Source code

var transient const array<AudioComponent> AudioComponents;

bGameWasTicking Source code

var native const bool bGameWasTicking;

bTestEQFilter Source code

var native const bool bTestEQFilter;

bTestLowPassFilter Source code

var native const bool bTestLowPassFilter;

CurrentMode Source code

var native const ESoundMode CurrentMode;

CurrentSoundGroups Source code

var native const array<SoundGroup> CurrentSoundGroups;
The current state of sound group constants

CurrentTick Source code

var native const QWORD CurrentTick;

DestinationSoundGroups Source code

var native const array<SoundGroup> DestinationSoundGroups;
The sound group constants that we are interpolating to

Effects Source code

var native const pointer Effects;
Interface to audio effects processing

FreeSources Source code

var native const array<pointer> FreeSources;

Listeners Source code

var native const array<Listener> Listeners;

MaxChannels Source code

var config const int MaxChannels;

NameToSoundGroupIndexMap Source code

var native const Map_Mirror NameToSoundGroupIndexMap;
Map from name to the sound group index - used to index the following 4 arrays

SoundModeEndTime Source code

var native const double SoundModeEndTime;

SoundModeStartTime Source code

var native const double SoundModeStartTime;

Sources Source code

var native const array<pointer> Sources;

SourceSoundGroups Source code

var native const array<SoundGroup> SourceSoundGroups;
The sound group constants that we are interpolating from

TextToSpeech Source code

var native const pointer TextToSpeech;
Interface to text to speech processor

TransientMasterVolume Source code

var transient float TransientMasterVolume;
transient master volume multiplier that can be modified at runtime without affecting user settings automatically reset to 1.0 on level change

UseEffectsProcessing Source code

var config const bool UseEffectsProcessing;

WaveInstanceSourceMap Source code

var native const DynamicMap_Mirror WaveInstanceSourceMap;

AudioDevice

SoundGroupEffects Source code

var(AudioDevice) config array<SoundGroupEffect> SoundGroupEffects;
Array of presets that modify sound groups

SoundGroups Source code

var(AudioDevice) config array<SoundGroup> SoundGroups;
Array of sound groups read from ini file


Enumerations Detail

ESoundMode Source code

enum ESoundMode
{
SOUNDMODE_NORMAL, SOUNDMODE_SLOWMOTION, SOUNDMODE_DEATH, SOUNDMODE_COVER, SOUNDMODE_ROADIE_RUN, SOUNDMODE_TACCOM, SOUNDMODE_RADIO,
};
Enum describing the sound modes available for use in game.


Structures Detail

Listener Source code

struct Listener
{
var vector Front;
var vector Location;
var const PortalVolume PortalVolume;
var vector Right;
var vector Up;
};


ModeSettings Source code

struct ModeSettings
{
var float FadeTime;
var ESoundMode Mode;
};
Structure defining a sound mode (used for EQ and volume ducking)

SoundGroup Source code

struct SoundGroup
{
var(AudioDevice) array<name> ChildGroupNames;
var(AudioDevice) name GroupName;
var(AudioDevice) SoundGroupProperties Properties;
};
Structure containing information about a sound group.
ChildGroupNames:
Array of names of child sound groups. Empty for leaf groups.
GroupName:
Name of this sound group.
Properties:
Configurable properties like volume and priority.

SoundGroupAdjuster Source code

struct SoundGroupAdjuster
{
var name GroupName;
var float PitchAdjuster;
var float VolumeAdjuster;
};
Elements of data for sound group volume control

SoundGroupEffect Source code

struct SoundGroupEffect
{
var array<SoundGroupAdjuster> GroupEffect;
};
Group of adjusters

SoundGroupProperties Source code

struct SoundGroupProperties
{
var(AudioDevice) bool bAlwaysPlay;
var(AudioDevice) bool bApplyEffects;
var(AudioDevice) bool bIsMusic;
var(AudioDevice) bool bIsUISound;
var(AudioDevice) bool bNoReverb;
var(AudioDevice) float Pitch;
var(AudioDevice) float VoiceCenterChannelVolume;
var(AudioDevice) float VoiceRadioVolume;
var(AudioDevice) float Volume;
};
Structure containing configurable properties of a sound group.
bAlwaysPlay:
Whether to artificially prioritise the component to play
bApplyEffects:
Sound mode voice - whether to apply audio effects
bIsMusic:
Whether or not this is music (propagates only if parent is TRUE)
bIsUISound:
Whether or not this sound plays when the game is paused in the UI
bNoReverb:
Whether or not this sound group is excluded from reverb EQ
Pitch:
Pitch multiplier.
VoiceCenterChannelVolume:
Voice center channel volume - Not a multiplier (no propagation)
VoiceRadioVolume:
Radio volume multiplier - Not a multiplier (no propagation)
Volume:
Volume multiplier.


Defaultproperties

defaultproperties
{
   SoundGroups(0)=(Properties=(Volume=0.240000,Pitch=1.000000),GroupName="Ambient")
   SoundGroups(1)=(Properties=(Volume=1.000000,Pitch=1.000000,bAlwaysPlay=True,bNoReverb=True),GroupName="Announcer")
   SoundGroups(2)=(Properties=(Volume=1.000000,Pitch=1.000000,bAlwaysPlay=True,bIsUISound=True),GroupName="Briefing")
   SoundGroups(3)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Character")
   SoundGroups(4)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="Cinematic")
   SoundGroups(5)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="CinematicDialog")
   SoundGroups(6)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Dialog",ChildGroupNames=("StoryDialog","CinematicDialog","Taunts","Briefing"))
   SoundGroups(7)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Item")
   SoundGroups(8)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Master",ChildGroupNames=("SFX","Cinematic","Music","Announcer","VoiceChat","Dialog","MovieEffects","MovieVoice","UI"))
   SoundGroups(9)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="MovieEffects")
   SoundGroups(10)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="MovieVoice")
   SoundGroups(11)=(Properties=(Volume=1.000000,Pitch=1.000000,bAlwaysPlay=True,bNoReverb=True),GroupName="Music")
   SoundGroups(12)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="SFX",ChildGroupNames=("Character","Item","Stinger","Vehicle","Weapon"))
   SoundGroups(13)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="Stinger")
   SoundGroups(14)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="StoryDialog")
   SoundGroups(15)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Taunts")
   SoundGroups(16)=(Properties=(Volume=1.000000,Pitch=1.000000,bIsUISound=True,bNoReverb=True),GroupName="UI")
   SoundGroups(17)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Vehicle")
   SoundGroups(18)=(Properties=(Volume=1.000000,Pitch=1.000000,bNoReverb=True),GroupName="VoiceChat")
   SoundGroups(19)=(Properties=(Volume=1.000000,Pitch=1.000000),GroupName="Weapon")
   SoundGroupEffects(0)=
   SoundGroupEffects(1)=(GroupEffect=((GroupName="Weapon",PitchAdjuster=0.400000),(GroupName="Ambient",PitchAdjuster=0.400000),(GroupName="Character",PitchAdjuster=0.400000),(GroupName="Item",PitchAdjuster=0.400000),(GroupName="Vehicle",PitchAdjuster=0.400000)))
   Name="Default__AudioDevice"
   ObjectArchetype=Subsystem'Core.Default__Subsystem'
}

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Creation time: sk 18-3-2018 10:00:35.220 - Created with UnCodeX