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Engine.ReverbVolume

Extends
Volume
Modifiers
native placeable hidecategories ( Advanced , Attachment , Collision , Volume )

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
ReverbVolumeNextLowerPriorityVolume
ReverbVolume
floatPriority
ReverbSettingsSettings
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

NextLowerPriorityVolume Source code

var const noimport transient ReverbVolume NextLowerPriorityVolume;
Next volume in linked listed, sorted by priority in descending order.

ReverbVolume

Priority Source code

var(ReverbVolume) float Priority;
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.

Settings Source code

var(ReverbVolume) ReverbSettings Settings;
Reverb settings to use for this volume.


Enumerations Detail

ReverbPreset Source code

enum 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,
};
Indicates a reverb preset to use.


Structures Detail

ReverbSettings Source code

struct ReverbSettings
{
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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Creation time: sk 18-3-2018 10:00:42.338 - Created with UnCodeX