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Engine.SoundNodeAmbientNonLoop

Extends
SoundNodeAmbient
Modifiers
native ( Sound ) collapsecategories hidecategories ( Object ) dependson ( SoundNodeAttenuation ) editinlinenew

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

Core.Object
|   
+-- Engine.SoundNode
   |   
   +-- Engine.SoundNodeAmbient
      |   
      +-- Engine.SoundNodeAmbientNonLoop

Variables Summary
SoundNodeAmbientNonLoop
rawdistributionfloatDelayTime
array<AmbientSoundSlot>SoundSlots
Inherited Variables from Engine.SoundNodeAmbient
bAttenuate, bAttenuateWithLowPassFilter, bSpatialize, DistanceModel, LPFMaxRadius, LPFMinRadius, MaxRadius, MinRadius, PitchModulation, VolumeModulation, Wave
Inherited Variables from Engine.SoundNode
ChildNodes, NodeUpdateHint

Structures Summary
AmbientSoundSlot
Wave, PitchScale, VolumeScale, Weight


Variables Detail

SoundNodeAmbientNonLoop

DelayTime Source code

var(SoundNodeAmbientNonLoop) rawdistributionfloat DelayTime;

SoundSlots Source code

var(SoundNodeAmbientNonLoop) array<AmbientSoundSlot> SoundSlots;


Structures Detail

AmbientSoundSlot Source code

struct AmbientSoundSlot
{
var(SoundNodeAmbientNonLoop) float PitchScale;
var(SoundNodeAmbientNonLoop) float VolumeScale;
var(SoundNodeAmbientNonLoop) SoundNodeWave Wave;
var(SoundNodeAmbientNonLoop) float Weight;
};



Defaultproperties

defaultproperties
{
   DelayTime=(Distribution=DistributionDelayTime,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000))
   MinRadius=(Distribution=DistributionMinRadius)
   MaxRadius=(Distribution=DistributionMaxRadius)
   LPFMinRadius=(Distribution=DistributionLPFMinRadius)
   LPFMaxRadius=(Distribution=DistributionLPFMaxRadius)
   VolumeModulation=(Distribution=DistributionVolume)
   PitchModulation=(Distribution=DistributionPitch)
   Name="Default__SoundNodeAmbientNonLoop"
   ObjectArchetype=SoundNodeAmbient'Engine.Default__SoundNodeAmbient'
}

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Creation time: sk 18-3-2018 10:00:44.451 - Created with UnCodeX