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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Core.Subsystem | +-- Engine.AudioDevice
Constants Summary |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Variables Summary | |
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array<AudioComponent> | AudioComponents |
bool | bGameWasTicking |
bool | bTestEQFilter |
bool | bTestLowPassFilter |
ESoundMode | CurrentMode |
array<SoundGroup> | CurrentSoundGroups |
QWORD | CurrentTick |
array<SoundGroup> | DestinationSoundGroups |
pointer | Effects |
array<pointer> | FreeSources |
array<Listener> | Listeners |
int | MaxChannels |
Map_Mirror | NameToSoundGroupIndexMap |
double | SoundModeEndTime |
double | SoundModeStartTime |
array<pointer> | Sources |
array<SoundGroup> | SourceSoundGroups |
pointer | TextToSpeech |
float | TransientMasterVolume |
bool | UseEffectsProcessing |
DynamicMap_Mirror | WaveInstanceSourceMap |
AudioDevice | |
array<SoundGroupEffect> | SoundGroupEffects |
array<SoundGroup> | SoundGroups |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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ESoundMode SOUNDMODE_NORMAL, SOUNDMODE_SLOWMOTION, SOUNDMODE_DEATH, SOUNDMODE_COVER, SOUNDMODE_ROADIE_RUN, SOUNDMODE_TACCOM, SOUNDMODE_RADIO, |
Inherited Enumerations from Core.Object |
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EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
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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 |
Functions Summary |
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Variables Detail |
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The current state of sound group constants
The sound group constants that we are interpolating to
Interface to audio effects processing
Map from name to the sound group index - used to index the following 4 arrays
The sound group constants that we are interpolating from
Interface to text to speech processor
transient master volume multiplier that can be modified at runtime without affecting user settings automatically reset to 1.0 on level change
Array of presets that modify sound groups
Array of sound groups read from ini file
Enumerations Detail |
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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 |
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var vector Front;};
var vector Location;
var const PortalVolume PortalVolume;
var vector Right;
var vector Up;
Structure defining a sound mode (used for EQ and volume ducking)
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.
var name GroupName;};
var float PitchAdjuster;
var float VolumeAdjuster;
Elements of data for sound group volume control
Group of adjusters
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 playbApplyEffects:Sound mode voice - whether to apply audio effectsbIsMusic: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 UIbNoReverb:Whether or not this sound group is excluded from reverb EQPitch: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 |
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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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