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Engine.SoundNodeModulatorContinuous

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

NOTE: If you have a looping sound the PlaybackTime will keep increasing. And PlaybackTime is what is used to get values from the Distributions. So the Modulation will work the first time through but subsequent times will not work for distributions with have a "size" to them. In short using a SoundNodeModulatorContinuous for looping sounds is not advised. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

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

Variables Summary
SoundNodeModulatorContinuous
rawdistributionfloatPitchModulation
rawdistributionfloatVolumeModulation
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
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

SoundNodeModulatorContinuous

PitchModulation Source code

var(SoundNodeModulatorContinuous) rawdistributionfloat PitchModulation;

VolumeModulation Source code

var(SoundNodeModulatorContinuous) rawdistributionfloat VolumeModulation;


Defaultproperties

defaultproperties
{
   VolumeModulation=(Distribution=DistributionVolume,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000))
   PitchModulation=(Distribution=DistributionPitch,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000))
   Name="Default__SoundNodeModulatorContinuous"
   ObjectArchetype=SoundNode'Engine.Default__SoundNode'
}

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Creation time: sk 18-3-2018 10:00:44.541 - Created with UnCodeX