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UE2:ProceduralSound (UT2004)

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UT2004 Object >> Sound >> ProceduralSound

Contents

Package: 
Engine
This class in other games:
UT2003

Wrapper for other Sounds or SoundGroups to randomize playback pitch within certain limits. Unlike the properties suggest, volume modification doesn't seem to be applied. Pitch modification is calculated as percentage of original pitch, similar to the following expression:

1.0 + (PitchModification / 100.0) + (FRand() * PitchVariance / 100.0)

[edit] Properties

[edit] Property group 'Sound'

[edit] BaseSound

Type: Sound

The sound to modify.

[edit] PitchModification

Type: float

Base pitch modification in percent of original pitch. Typically this value is a negative whole number with half the absolute value of PitchVariance if the modified pitch should be spread around the original pitch, e.g. -5.

[edit] PitchVariance

Type: float

Pitch randomization in percent of original pitch. Typically this value is a positive whole number with twice the absolute value of PitchModification if the modified pitch should be spread around the original pitch, e.g. 10.

[edit] VolumeModification

Type: float

Unused?

[edit] VolumeVariance

Type: float

Unused?

[edit] Internal variables

[edit] RenderedPitchModification

Type: float

Modifiers: transient

Currently used pitch modification.

[edit] RenderedVolumeModification

Type: float

Modifiers: transient

Unused?

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