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Engine.AudioComponent

Extends
ActorComponent
Modifiers
native noexport collapsecategories hidecategories ( Object , ActorComponent ) dependson ( ReverbVolume ) editinlinenew

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.AudioComponent

Direct Known Subclasses:

UTAmbientSoundComponent

Variables Summary
floatAdjustVolumeStartTime
floatAdjustVolumeStopTime
floatAdjustVolumeTargetVolume
boolbAllowSpatialization
boolbAlwaysPlay
boolbAutoDestroy
boolbAutoPlay
boolbCenterChannelOnly
boolbEQFilterApplied
boolbFinished
boolbIgnoreForFlushing
boolbIsMusic
boolbIsUISound
boolbPreviewComponent
boolbReverb
boolbShouldRemainActiveIfDropped
boolbStopWhenOwnerDestroyed
boolbSuppressSubtitles
boolbUseOwnerLocation
boolbWasOccluded
boolbWasPlaying
vectorComponentLocation
SoundNodeCueFirstNode
floatCurrAdjustVolumeTargetVolume
floatCurrentHighFrequencyGain
floatCurrentHighFrequencyGainMultiplier
floatCurrentInteriorLPF
floatCurrentInteriorVolume
vectorCurrentLocation
SoundNodeCurrentNotifyBufferFinishedHook
intCurrentNotifyOnLoop
floatCurrentPitch
floatCurrentPitchMultiplier
floatCurrentRadioFilterVolume
floatCurrentRadioFilterVolumeThreshold
intCurrentUseSpatialization
floatCurrentVoiceCenterChannelVolume
floatCurrentVolume
floatCurrentVolumeMultiplier
floatFadeInStartTime
floatFadeInStopTime
floatFadeInTargetVolume
floatFadeOutStartTime
floatFadeOutStopTime
floatFadeOutTargetVolume
InteriorSettingsLastInteriorSettings
vectorLastLocation
floatLastOcclusionCheckTime
ActorLastOwner
intLastReverbVolumeIndex
doubleLastUpdateTime
floatLFEBleed
pointerListener
vectorLocation
floatOcclusionCheckInterval
floatPlaybackTime
PortalVolumePortalVolume
DrawSoundRadiusComponentPreviewSoundRadius
array<byte>SoundNodeData
MapSoundNodeOffsetMap
multimap_mirrorSoundNodeResetWaveMap
floatSourceInteriorLPF
floatSourceInteriorVolume
floatStereoBleed
floatSubtitlePriority
array<pointer>WaveInstances
AudioComponent
floatHighFrequencyGainMultiplier
array<AudioComponentParam>InstanceParameters
floatPitchMultiplier
SoundCueSoundCue
floatVolumeMultiplier
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup
Inherited Variables from Core.Component
TemplateName, TemplateOwnerClass

Structures Summary
AudioComponentParam
ParamName, FloatParam, WaveParam

Delegates Summary
delegate OnAudioFinished (AudioComponent AC)
delegate OnQueueSubtitles (array<SubtitleCue> Subtitles, float CueDuration)

Functions Summary
function AdjustVolume (FLOAT AdjustVolumeDuration, FLOAT AdjustVolumeLevel)
function FadeIn (FLOAT FadeInDuration, FLOAT FadeVolumeLevel)
function FadeOut (FLOAT FadeOutDuration, FLOAT FadeVolumeLevel)
functionbool IsPlaying ()
event OcclusionChanged (bool bNowOccluded))
function Play ()
function ResetToDefaults ()
function SetFloatParameter (name InName, float InFloat)
function SetWaveParameter (name InName, SoundNodeWave InWave)
function Stop ()
Inherited Functions from Engine.ActorComponent
DetachFromAny, ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

AdjustVolumeStartTime Source code

var float AdjustVolumeStartTime;

AdjustVolumeStopTime Source code

var float AdjustVolumeStopTime;

AdjustVolumeTargetVolume Source code

var float AdjustVolumeTargetVolume;
This is the volume level we are adjusting to

bAllowSpatialization Source code

var bool bAllowSpatialization;
Is this audio component allowed to be spatialized?

bAlwaysPlay Source code

var transient bool bAlwaysPlay;
Whether to artificially prioritise the component to play

bAutoDestroy Source code

var bool bAutoDestroy;
Auto destroy this component on completion

bAutoPlay Source code

var bool bAutoPlay;
Auto start this component on creation

bCenterChannelOnly Source code

var transient bool bCenterChannelOnly;
Whether or not this sound class forces sounds to the center channel

bEQFilterApplied Source code

var transient bool bEQFilterApplied;
Whether audio effects are applied

bFinished Source code

var transient bool bFinished;
Whether the current component has finished playing

bIgnoreForFlushing Source code

var transient bool bIgnoreForFlushing;
If TRUE, this sound will not be stopped when flushing the audio device.

bIsMusic Source code

var transient bool bIsMusic;
Whether or not this audio component is a music clip

bIsUISound Source code

var transient bool bIsUISound;
Whether or not this sound plays when the game is paused in the UI

bPreviewComponent Source code

var transient bool bPreviewComponent;
Whether this audio component is previewing a sound

bReverb Source code

var transient bool bReverb;
Whether or not the audio component should be excluded from reverb EQ processing

bShouldRemainActiveIfDropped Source code

var bool bShouldRemainActiveIfDropped;
Whether the wave instances should remain active if they're dropped by the prioritization code. Useful for e.g. vehicle sounds that shouldn't cut out.

bStopWhenOwnerDestroyed Source code

var bool bStopWhenOwnerDestroyed;
Stop sound when owner is destroyed

bSuppressSubtitles Source code

var transient bool bSuppressSubtitles;
If true, subtitles in the sound data will be ignored.

bUseOwnerLocation Source code

var bool bUseOwnerLocation;
Spatialise to the owner's coordinates

bWasOccluded Source code

var bool bWasOccluded;
whether we were occluded the last time we checked

bWasPlaying Source code

var transient bool bWasPlaying;
Set to true when the component has resources that need cleanup

ComponentLocation Source code

var duplicatetransient native const vector ComponentLocation;

CueFirstNode Source code

var native const SoundNode CueFirstNode;

CurrAdjustVolumeTargetVolume Source code

var float CurrAdjustVolumeTargetVolume;

CurrentHighFrequencyGain Source code

var native const float CurrentHighFrequencyGain;

CurrentHighFrequencyGainMultiplier Source code

var native const float CurrentHighFrequencyGainMultiplier;

CurrentInteriorLPF Source code

var native const float CurrentInteriorLPF;

CurrentInteriorVolume Source code

var native const float CurrentInteriorVolume;

CurrentLocation Source code

var native const vector CurrentLocation;

CurrentNotifyBufferFinishedHook Source code

var native const SoundNode CurrentNotifyBufferFinishedHook;

CurrentNotifyOnLoop Source code

var native const int CurrentNotifyOnLoop;

CurrentPitch Source code

var native const float CurrentPitch;

CurrentPitchMultiplier Source code

var native const float CurrentPitchMultiplier;

CurrentRadioFilterVolume Source code

var native const float CurrentRadioFilterVolume;

CurrentRadioFilterVolumeThreshold Source code

var native const float CurrentRadioFilterVolumeThreshold;

CurrentUseSpatialization Source code

var native const int CurrentUseSpatialization;

CurrentVoiceCenterChannelVolume Source code

var native const float CurrentVoiceCenterChannelVolume;

CurrentVolume Source code

var native const float CurrentVolume;

CurrentVolumeMultiplier Source code

var native const float CurrentVolumeMultiplier;

FadeInStartTime Source code

var float FadeInStartTime;

FadeInStopTime Source code

var float FadeInStopTime;

FadeInTargetVolume Source code

var float FadeInTargetVolume;
This is the volume level we are fading to

FadeOutStartTime Source code

var float FadeOutStartTime;

FadeOutStopTime Source code

var float FadeOutStopTime;

FadeOutTargetVolume Source code

var float FadeOutTargetVolume;
This is the volume level we are fading to

LastInteriorSettings Source code

var native const InteriorSettings LastInteriorSettings;
cache what volume settings we had last time so we don't have to search again if we didn't move

LastLocation Source code

var transient const vector LastLocation;
location last time playback was updated

LastOcclusionCheckTime Source code

var transient float LastOcclusionCheckTime;
last time we checked for occlusion

LastOwner Source code

var transient const Actor LastOwner;
Remember the last owner so we can remove it from the actor's component array even if it's already been detached

LastReverbVolumeIndex Source code

var native const int LastReverbVolumeIndex;

LastUpdateTime Source code

var native const double LastUpdateTime;

LFEBleed Source code

var transient float LFEBleed;
The amount of a sound to bleed to the LFE channel

Listener Source code

var duplicatetransient native const pointer Listener;

Location Source code

var duplicatetransient native vector Location;

OcclusionCheckInterval Source code

var float OcclusionCheckInterval;
while playing, this component will check for occlusion from its closest listener every this many seconds and call OcclusionChanged() if the status changes

PlaybackTime Source code

var duplicatetransient native const float PlaybackTime;

PortalVolume Source code

var duplicatetransient native const PortalVolume PortalVolume;

PreviewSoundRadius Source code

var const DrawSoundRadiusComponent PreviewSoundRadius;

SoundNodeData Source code

var duplicatetransient native const array<byte> SoundNodeData;

SoundNodeOffsetMap Source code

var duplicatetransient native const Map SoundNodeOffsetMap;
We explicitly disregard SoundNodeOffsetMap/WaveMap/ResetWaveMap for GC as all references are already handled elsewhere and we can't NULL references anyways.

SoundNodeResetWaveMap Source code

var duplicatetransient native const multimap_mirror SoundNodeResetWaveMap;

SourceInteriorLPF Source code

var native const float SourceInteriorLPF;

SourceInteriorVolume Source code

var native const float SourceInteriorVolume;

StereoBleed Source code

var transient float StereoBleed;
The amount of stereo sounds to bleed to the rear speakers

SubtitlePriority Source code

var native float SubtitlePriority;
Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

WaveInstances Source code

var duplicatetransient native const array<pointer> WaveInstances;

AudioComponent

HighFrequencyGainMultiplier Source code

var(AudioComponent) float HighFrequencyGainMultiplier;

InstanceParameters Source code

var(AudioComponent) editinline array<AudioComponentParam> InstanceParameters;
Array of per-instance parameters for this AudioComponent.

PitchMultiplier Source code

var(AudioComponent) float PitchMultiplier;

SoundCue Source code

var(AudioComponent) SoundCue SoundCue;

VolumeMultiplier Source code

var(AudioComponent) float VolumeMultiplier;


Structures Detail

AudioComponentParam Source code

struct AudioComponentParam
{
var(AudioComponent) float FloatParam;
var(AudioComponent) name ParamName;
var(AudioComponent) SoundNodeWave WaveParam;
};
Struct used for storing one per-instance named paramter for this AudioComponent. Certain nodes in the SoundCue may reference parameters by name so they can be adjusted per-instance.


Delegates Detail

OnAudioFinished Source code

delegate OnAudioFinished ( AudioComponent AC )
called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

OnQueueSubtitles Source code

delegate OnQueueSubtitles ( array<SubtitleCue> Subtitles, float CueDuration )
Called when subtitles are sent to the SubtitleManager. Set this delegate if you want to hijack the subtitles for other purposes


Functions Detail

AdjustVolume Source code

native final function AdjustVolume ( FLOAT AdjustVolumeDuration, FLOAT AdjustVolumeLevel )
This will allow one to adjust the volume of an AudioComponent on the fly

FadeIn Source code

native final function FadeIn ( FLOAT FadeInDuration, FLOAT FadeVolumeLevel )
This is called in place of "play". So you will say AudioComponent->FadeIn(). This is useful for fading in music or some constant playing sound. If FadeTime is 0.0, this is the same as calling Play() but just modifying the volume by FadeVolumeLevel. (e.g. you will play instantly but the FadeVolumeLevel will affect the AudioComponent) If FadeTime is > 0.0, this will call Play(), and then increase the volume level of this AudioCompoenent to the passed in FadeVolumeLevel over FadeInTime seconds. The VolumeLevel is MODIFYING the AudioComponent's "base" volume. (e.g. if you have an AudioComponent that is volume 1000 and you pass in .5 as your VolumeLevel then you will fade to 500 )
@param FadeInDuration how long it should take to reach the FadeVolumeLevel
@param FadeVolumeLevel the percentage of the AudioComponents's calculated volume in which to fade to

FadeOut Source code

native final function FadeOut ( FLOAT FadeOutDuration, FLOAT FadeVolumeLevel )
This is called in place of "stop". So you will say AudioComponent->FadeOut(). This is useful for fading out music or some constant playing sound. If FadeTime is 0.0, this is the same as calling Stop(). If FadeTime is > 0.0, this will decrease the volume level of this AudioCompoenent to the passed in FadeVolumeLevel over FadeInTime seconds. The VolumeLevel is MODIFYING the AudioComponent's "base" volume. (e.g. if you have an AudioComponent that is volume 1000 and you pass in .5 as your VolumeLevel then you will fade to 500 )
@param FadeOutDuration how long it should take to reach the FadeVolumeLevel
@param FadeVolumeLevel the percentage of the AudioComponents's calculated volume in which to fade to

IsPlaying Source code

native final function bool IsPlaying ( )
Returns TRUE if this component is currently playing a SoundCue.

OcclusionChanged Source code

event OcclusionChanged ( bool bNowOccluded) )
called when OcclusionCheckInterval > 0.0 and the occlusion status changes

Play Source code

native final function Play ( )

ResetToDefaults Source code

native final function ResetToDefaults ( )
stops the audio (if playing), detaches the component, and resets the component's properties to the values of its template

SetFloatParameter Source code

native final function SetFloatParameter ( name InName, float InFloat )

SetWaveParameter Source code

native final function SetWaveParameter ( name InName, SoundNodeWave InWave )

Stop Source code

native final function Stop ( )


Defaultproperties

defaultproperties
{
	bUseOwnerLocation=true
	bAutoDestroy=false
	bAutoPlay=false
	bAllowSpatialization=true

	VolumeMultiplier=1.0
	PitchMultiplier=1.0
	HighFrequencyGainMultiplier=1.0

	FadeInStopTime=-1.0f
	FadeOutStopTime=-1.0f
	AdjustVolumeStopTime=-1.0f

	FadeInTargetVolume=1.0f
	FadeOutTargetVolume=1.0f
	AdjustVolumeTargetVolume=1.0f
	CurrAdjustVolumeTargetVolume=1.0f

	LastLocation=(X=1.0,Y=2.0,Z=3.0) 
}

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Creation time: ti 22-3-2011 19:56:47.644 - Created with UnCodeX