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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 | |
| bool | bAttenuate |
| bool | bAttenuateWithLowPassFilter |
| bool | bSpatialize |
| float | dBAttenuationAtMax |
| SoundDistanceModel | DistanceModel |
| rawdistributionfloat | LPFMaxRadius |
| rawdistributionfloat | LPFMinRadius |
| rawdistributionfloat | MaxRadius |
| rawdistributionfloat | MinRadius |
| 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 |
|---|
| Functions Summary |
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| Variables Detail |
|---|
This is the point at which to start applying a low pass filter. Prior to this point the sound will be dry.
This is the point at which to start attenuating. Prior to this point the sound will be at full volume.
| Enumerations Detail |
|---|
ATTENUATION_Linear, ATTENUATION_Logarithmic, ATTENUATION_Inverse, ATTENUATION_LogReverse, ATTENUATION_NaturalSound};
| Defaultproperties |
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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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