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UE3:AudioComponent (UT3)
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| Object >> Component >> ActorComponent >> AudioComponent |
Contents |
- Package:
- Engine
- Direct subclass:
- UTAmbientSoundComponent
- This class in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'AudioComponent'
[edit] InstanceParameters
Type: array<AudioComponentParam>
Modifiers: editinline
Array of per-instance parameters for this AudioComponent.
[edit] PitchMultiplier
Type: float
Default value: 1.0
[edit] SoundCue
Type: SoundCue
[edit] VolumeMultiplier
Type: float
Default value: 1.0
[edit] Internal variables
See AudioComponent internal variables.
[edit] Structs
[edit] AudioComponentParam
Modifiers: native
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.
- name ParamName
- float FloatParam
- SoundNodeWave WaveParam
[edit] Delegates
[edit] OnAudioFinished
called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early
[edit] Functions
[edit] Native functions
[edit] AdjustVolume
This will allow one to adjust the volume of an AudioComponent on the fly
[edit] FadeIn
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 )
Parameters:
- FadeInDuration - how long it should take to reach the FadeVolumeLevel
- FadeVolumeLevel - the percentage of the AudioComponents's calculated volume in which to fade to
[edit] FadeOut
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 )
Parameters:
- FadeOutDuration - how long it should take to reach the FadeVolumeLevel
- FadeVolumeLevel - the percentage of the AudioComponents's calculated volume in which to fade to
[edit] IsPlaying
Returns TRUE if this component is currently playing a SoundCue.
[edit] Play
[edit] ResetToDefaults
stops the audio (if playing), detaches the component, and resets the component's properties to the values of its template
[edit] SetFloatParameter
[edit] SetWaveParameter
[edit] Stop
[edit] Events
[edit] OcclusionChanged
called when OcclusionCheckInterval > 0.0 and the occlusion status changes
