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Engine.MusicTrackDataStructures

Extends
Object
Modifiers
native

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

Core.Object
|   
+-- Engine.MusicTrackDataStructures

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

Variables Summary
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
MusicTrackParamStruct
FadeInTime, FadeInVolumeLevel, DelayBetweenOldAndNewTrack, FadeOutTime, FadeOutVolumeLevel
MusicTrackStruct
Params, TrackType, TheSoundCue, bAutoPlay
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, ^, ^^, |, ||, ~, ~=


Structures Detail

MusicTrackParamStruct Source code

struct MusicTrackParamStruct
{
var(MusicTrackDataStructures) float DelayBetweenOldAndNewTrack;
var(MusicTrackDataStructures) float FadeInTime;
var(MusicTrackDataStructures) float FadeInVolumeLevel;
var(MusicTrackDataStructures) float FadeOutTime;
var(MusicTrackDataStructures) float FadeOutVolumeLevel;
};
These are the parameters we can control on a track that is being faded in / out
DelayBetweenOldAndNewTrack:
Amount of delay between playing the new track
FadeInTime:
Time taken for sound to fade in when action is activated.
FadeInVolumeLevel:
Volume the sound to should fade in to
FadeOutTime:
Time take for sound to fade out when Stop input is fired.
FadeOutVolumeLevel:
Volume the sound to should fade out to

MusicTrackStruct Source code

struct MusicTrackStruct
{
var(MusicTrackDataStructures) bool bAutoPlay;
var(MusicTrackDataStructures) MusicTrackParamStruct Params;
var(MusicTrackDataStructures) SoundCue TheSoundCue;
var(MusicTrackDataStructures) name TrackType;
};

bAutoPlay:
Controls whether or not the track is auto-played when it is attached to the scene.
TheSoundCue:
The soundCue to play
TrackType:
which type this track is


Defaultproperties

defaultproperties
{
   Name="Default__MusicTrackDataStructures"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:39.885 - Created with UnCodeX