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UE3:AudioComponent internal variables (UDK)

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UDK Object >> Component >> ActorComponent >> AudioComponent (internal variables)
AudioComponent internal variables in other games:
UT3

Internal variables[edit]

AdjustVolumeStartTime[edit]

Type: float


AdjustVolumeStopTime[edit]

Type: float


Default value: -1.0

AdjustVolumeTargetVolume[edit]

Type: float

This is the volume level we are adjusting to *

Default value: 1.0

bAllowSpatialization[edit]

Type: bool

Is this audio component allowed to be spatialized?

Default value: True

bAlwaysPlay[edit]

Type: bool

Modifiers: transient

Whether to artificially prioritise the component to play

bAutoDestroy[edit]

Type: bool

Auto destroy this component on completion

bAutoPlay[edit]

Type: bool

Auto start this component on creation

bEQFilterApplied[edit]

Type: bool

Modifiers: transient

Whether audio effects are applied

bFinished[edit]

Type: bool

Modifiers: transient

Whether the current component has finished playing

bIgnoreForFlushing[edit]

Type: bool

Modifiers: transient

If TRUE, this sound will not be stopped when flushing the audio device.

bIsMusic[edit]

Type: bool

Modifiers: transient

Whether or not this audio component is a music clip

bIsUISound[edit]

Type: bool

Modifiers: transient

Whether or not this sound plays when the game is paused in the UI

bNoReverb[edit]

Type: bool

Modifiers: transient

Whether or not the audio component should be excluded from reverb EQ processing

bPreviewComponent[edit]

Type: bool

Modifiers: transient

Whether this audio component is previewing a sound

bShouldRemainActiveIfDropped[edit]

Type: bool

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[edit]

Type: bool

Stop sound when owner is destroyed

bSuppressSubtitles[edit]

Type: bool

Modifiers: transient

If true, subtitles in the sound data will be ignored.

bUseOwnerLocation[edit]

Type: bool

Spatialise to the owner's coordinates

Default value: True

bWasOccluded[edit]

Type: bool

whether we were occluded the last time we checked

bWasPlaying[edit]

Type: bool

Modifiers: transient

Set to true when the component has resources that need cleanup

ComponentLocation[edit]

Type: Object.Vector

Modifiers: duplicatetransient, native, const


CueFirstNode[edit]

Type: SoundNode

Modifiers: native, const

This is just a pointer to the root node in SoundCue.

CurrAdjustVolumeTargetVolume[edit]

Type: float


Default value: 1.0

CurrentHighFrequencyGain[edit]

Type: float

Modifiers: native, const


CurrentHighFrequencyGainMultiplier[edit]

Type: float

Modifiers: native, const


CurrentInteriorLPF[edit]

Type: float

Modifiers: native, const


CurrentInteriorVolume[edit]

Type: float

Modifiers: native, const


CurrentLocation[edit]

Type: Object.Vector

Modifiers: native, const


CurrentNotifyBufferFinishedHook[edit]

Type: SoundNode

Modifiers: native, const


CurrentPitch[edit]

Type: float

Modifiers: native, const


CurrentPitchMultiplier[edit]

Type: float

Modifiers: native, const


CurrentUseSeamlessLooping[edit]

Type: int

Modifiers: native, const


CurrentUseSpatialization[edit]

Type: int

Modifiers: native, const


CurrentVoiceCenterChannelVolume[edit]

Type: float

Modifiers: native, const


CurrentVoiceRadioVolume[edit]

Type: float

Modifiers: native, const


CurrentVolume[edit]

Type: float

Modifiers: native, const


CurrentVolumeMultiplier[edit]

Type: float

Modifiers: native, const


FadeInStartTime[edit]

Type: float


FadeInStopTime[edit]

Type: float


Default value: -1.0

FadeInTargetVolume[edit]

Type: float

This is the volume level we are fading to *

Default value: 1.0

FadeOutStartTime[edit]

Type: float


FadeOutStopTime[edit]

Type: float


Default value: -1.0

FadeOutTargetVolume[edit]

Type: float

This is the volume level we are fading to *

Default value: 1.0

LastOcclusionCheckTime[edit]

Type: float

Modifiers: transient

last time we checked for occlusion

LastOwner[edit]

Type: Actor

Modifiers: transient, const

Remember the last owner so we can remove it from the actor's component array even if it's already been detached

LastUpdateTime[edit]

Type: Object.double

Modifiers: native, const


LFEBleed[edit]

Type: float

Modifiers: transient

The amount of a sound to bleed to the LFE channel

Listener[edit]

Type: pointer{struct FListener}

Modifiers: duplicatetransient, native, const


Location[edit]

Type: Object.Vector

Modifiers: duplicatetransient, native


OcclusionCheckInterval[edit]

Type: float

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

PlaybackTime[edit]

Type: float

Modifiers: duplicatetransient, native, const


PortalVolume[edit]

Type: PortalVolume

Modifiers: duplicatetransient, native, const


PreviewSoundRadius[edit]

Type: DrawSoundRadiusComponent

Modifiers: const


SoundNodeData[edit]

Type: array<byte>

Modifiers: duplicatetransient, native, const


SoundNodeOffsetMap[edit]

Type: Map{USoundNode*,UINT}

Modifiers: duplicatetransient, native, const

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

SoundNodeResetWaveMap[edit]

Type: Object.MultiMap_Mirror{TMultiMap<USoundNode*,FWaveInstance*>}

Modifiers: duplicatetransient, native, const


SourceInteriorLPF[edit]

Type: float

Modifiers: native, const


SourceInteriorVolume[edit]

Type: float

Modifiers: native, const


StereoBleed[edit]

Type: float

Modifiers: transient

The amount of stereo sounds to bleed to the rear speakers

SubtitlePriority[edit]

Type: float

Modifiers: native

Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

WaveInstances[edit]

Type: array<pointer{struct FWaveInstance}>

Modifiers: duplicatetransient, native, const