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Engine.SoundNodeDistanceCrossFade

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

SoundNodeDistanceCrossFade This node's purpose is to play different sounds based on the distance to the listener. The node mixes between the N different sounds which are valid for the distance. One should think of a SoundNodeDistanceCrossFade as Mixer node which determines the set of nodes to "mix in" based on their distance to the sound. Example: You have a gun that plays a fire sound. At long distances you want a different sound than if you were up close. So you use a SoundNodeDistanceCrossFade which will calculate the distance a listener is from the sound and play either: short distance, long distance, mix of short and long sounds. A SoundNodeDistanceCrossFade differs from an SoundNodeAttenuation in that any sound is only going be played if it is within the MinRadius and MaxRadius. So if you want the short distance sound to be heard by people close to it, the MinRadius should probably be 0 The volume curve for a SoundNodeDistanceCrossFade will look like this: Volume (of the input) FadeInDistance.Max --> _________________ <-- FadeOutDistance.Min / \ / \ / \ FadeInDistance.Min -->/ \ <-- FadeOutDistance.Max Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

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

Variables Summary
SoundNodeDistanceCrossFade
array<DistanceDatum>CrossFadeInput
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
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
DistanceDatum
FadeInDistance, FadeOutDistance, Volume
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

SoundNodeDistanceCrossFade

CrossFadeInput Source code

var(SoundNodeDistanceCrossFade) export editfixedsize array<DistanceDatum> CrossFadeInput;
Each input needs to have the correct data filled in so the SoundNodeDistanceCrossFade is able to determine which sounds to play


Structures Detail

DistanceDatum Source code

struct DistanceDatum
{
var(SoundNodeDistanceCrossFade) rawdistributionfloat FadeInDistance;
var(SoundNodeDistanceCrossFade) rawdistributionfloat FadeOutDistance;
var(SoundNodeDistanceCrossFade) float Volume;
};

FadeInDistance:
The FadeInDistance at which to start hearing this sound. If you want to hear the sound up close then setting this to 0 might be a good option.
FadeOutDistance:
The FadeOutDistance is where hearing this sound will end.
Volume:
The volume for which this Input should be played


Defaultproperties

defaultproperties
{
   Name="Default__SoundNodeDistanceCrossFade"
   ObjectArchetype=SoundNode'Engine.Default__SoundNode'
}

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Creation time: sk 18-3-2018 10:00:44.489 - Created with UnCodeX