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Engine.SoundNodeAttenuation

Extends
SoundNode
Modifiers
native ( Sound ) collapsecategories hidecategories ( Object ) editinlinenew

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

Core.Object
|   
+-- Engine.SoundNode
   |   
   +-- Engine.SoundNodeAttenuation

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

Variables Summary
SoundNodeAttenuation
boolbAttenuate
boolbAttenuateWithLowPassFilter
boolbSpatialize
floatdBAttenuationAtMax
SoundDistanceModelDistanceModel
rawdistributionfloatLPFMaxRadius
rawdistributionfloatLPFMinRadius
rawdistributionfloatMaxRadius
rawdistributionfloatMinRadius
Inherited Variables from Engine.SoundNode
ChildNodes, NodeUpdateHint
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
SoundDistanceModel
ATTENUATION_Linear, ATTENUATION_Logarithmic, ATTENUATION_Inverse, ATTENUATION_LogReverse, ATTENUATION_NaturalSound
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
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, ^, ^^, |, ||, ~, ~=


Variables Detail

SoundNodeAttenuation

bAttenuate Source code

var(SoundNodeAttenuation) bool bAttenuate;

bAttenuateWithLowPassFilter Source code

var(SoundNodeAttenuation) bool bAttenuateWithLowPassFilter;

bSpatialize Source code

var(SoundNodeAttenuation) bool bSpatialize;

dBAttenuationAtMax Source code

var(SoundNodeAttenuation) float dBAttenuationAtMax;

DistanceModel Source code

var(SoundNodeAttenuation) SoundDistanceModel DistanceModel;

LPFMaxRadius Source code

var(SoundNodeAttenuation) rawdistributionfloat LPFMaxRadius;

LPFMinRadius Source code

var(SoundNodeAttenuation) rawdistributionfloat LPFMinRadius;
This is the point at which to start applying a low pass filter. Prior to this point the sound will be dry.

MaxRadius Source code

var(SoundNodeAttenuation) rawdistributionfloat MaxRadius;

MinRadius Source code

var(SoundNodeAttenuation) rawdistributionfloat MinRadius;
This is the point at which to start attenuating. Prior to this point the sound will be at full volume.


Enumerations Detail

SoundDistanceModel Source code

enum SoundDistanceModel
{
ATTENUATION_Linear, ATTENUATION_Logarithmic, ATTENUATION_Inverse, ATTENUATION_LogReverse, ATTENUATION_NaturalSound
};


Defaultproperties

defaultproperties
{
   MinRadius=(Distribution=DistributionMinRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(400.000000,400.000000,400.000000,400.000000,400.000000,400.000000))
   MaxRadius=(Distribution=DistributionMaxRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(5000.000000,5000.000000,5000.000000,5000.000000,5000.000000,5000.000000))
   dBAttenuationAtMax=-60.000000
   LPFMinRadius=(Distribution=DistributionLPFMinRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1500.000000,1500.000000,1500.000000,1500.000000,1500.000000,1500.000000))
   LPFMaxRadius=(Distribution=DistributionLPFMaxRadius,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(5000.000000,5000.000000,5000.000000,5000.000000,5000.000000,5000.000000))
   bSpatialize=True
   bAttenuate=True
   bAttenuateWithLowPassFilter=True
   Name="Default__SoundNodeAttenuation"
   ObjectArchetype=SoundNode'Engine.Default__SoundNode'
}

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Creation time: sk 18-3-2018 10:00:44.462 - Created with UnCodeX