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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Used to affect reverb settings in the game and editor.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Brush
|
+-- Engine.Volume
|
+-- Engine.ReverbVolume
| Variables Summary | |
|---|---|
| ReverbVolume | NextLowerPriorityVolume |
| ReverbVolume | |
| float | Priority |
| ReverbSettings | Settings |
| Inherited Variables from Engine.Volume |
|---|
| AssociatedActor, bForcePawnWalk, bProcessAllActors, LocationName, LocationPriority |
| Inherited Variables from Engine.Brush |
|---|
| bColored, Brush, BrushColor, BrushComponent, bSolidWhenSelected, CsgOper, PolyFlags, SavedSelections |
| Enumerations Summary | ||
|---|---|---|
| ReverbPreset REVERB_Default, REVERB_Bathroom, REVERB_StoneRoom, REVERB_Auditorium, REVERB_ConcertHall, REVERB_Cave, REVERB_Hallway, REVERB_StoneCorridor, REVERB_Alley, REVERB_Forest, REVERB_City, REVERB_Mountains, REVERB_Quarry, REVERB_Plain, REVERB_ParkingLot, REVERB_SewerPipe, REVERB_Underwater, REVERB_SmallRoom, REVERB_MediumRoom, REVERB_LargeRoom, REVERB_MediumHall, REVERB_LargeHall, REVERB_Plate, | ||
| Inherited Enumerations from Engine.Brush |
|---|
| ECsgOper |
| Structures Summary | ||
|---|---|---|
| ReverbSettings ReverbType, Volume, FadeTime | ||
| Inherited Structures from Engine.Brush |
|---|
| GeomSelection |
| Functions Summary |
|---|
| Inherited Functions from Engine.Volume |
|---|
| BeginState, CollisionChanged, DisplayDebug, Encompasses, GetLocationStringFor, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch |
| Variables Detail |
|---|
Next volume in linked listed, sorted by priority in descending order.
Priority of this volume. In the case of overlapping volumes the one with the highest priority is chosen. The order is undefined if two or more overlapping volumes have the same priority.
Reverb settings to use for this volume.
| Enumerations Detail |
|---|
REVERB_Default, REVERB_Bathroom, REVERB_StoneRoom, REVERB_Auditorium, REVERB_ConcertHall, REVERB_Cave, REVERB_Hallway, REVERB_StoneCorridor, REVERB_Alley, REVERB_Forest, REVERB_City, REVERB_Mountains, REVERB_Quarry, REVERB_Plain, REVERB_ParkingLot, REVERB_SewerPipe, REVERB_Underwater, REVERB_SmallRoom, REVERB_MediumRoom, REVERB_LargeRoom, REVERB_MediumHall, REVERB_LargeHall, REVERB_Plate,};
Indicates a reverb preset to use.
| Structures Detail |
|---|
var(ReverbVolume) float FadeTime;};
var(ReverbVolume) ReverbPreset ReverbType;
var(ReverbVolume) float Volume;
Struct encapsulating settings for reverb effects.
FadeTime:Time to fade from the current reverb settings into this setting, in seconds.ReverbType:The reverb preset to employ.Volume:Volume level of the reverb affect.
| Defaultproperties |
|---|
defaultproperties
{
Settings=(Volume=0.500000,FadeTime=2.000000)
Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__Volume:BrushComponent0'
CollideActors=False
BlockNonZeroExtent=False
ObjectArchetype=BrushComponent'Engine.Default__Volume:BrushComponent0'
End Object
BrushComponent=BrushComponent0
Components(0)=BrushComponent0
bCollideActors=False
CollisionComponent=BrushComponent0
CollisionType=COLLIDE_CustomDefault
Name="Default__ReverbVolume"
ObjectArchetype=Volume'Engine.Default__Volume'
}
|
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