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UE3:AudioComponent internal variables (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Component >> ActorComponent >> AudioComponent (internal variables) |
- AudioComponent internal variables 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. |
[edit] Internal variables
[edit] AdjustVolumeStartTime
Type: float
[edit] AdjustVolumeStopTime
Type: float
Default value: -1.0
[edit] AdjustVolumeTargetVolume
Type: float
This is the volume level we are adjusting to *
Default value: 1.0
[edit] bAllowSpatialization
Type: bool
Is this audio component allowed to be spatialized?
Default value: True
[edit] bAlwaysPlay
Type: bool
Modifiers: native
Whether to artificially prioritise the component to play
[edit] bApplyEffects
Type: bool
Modifiers: native, const
Whether audio effects are applied
[edit] bAutoDestroy
Type: bool
Auto destroy this component on completion
[edit] bAutoPlay
Type: bool
Auto start this component on creation
[edit] bFinished
Type: bool
Modifiers: transient
Whether the current component has finished playing
[edit] bIgnoreForFlushing
Type: bool
Modifiers: transient
If TRUE, this sound will not be stopped when flushing the audio device.
[edit] bIsMusic
Type: bool
Modifiers: transient
Whether or not this audio component is a music clip
[edit] bIsUISound
Type: bool
Whether or not this sound plays when the game is paused in the UI
[edit] bNoReverb
Type: bool
Modifiers: transient
Whether or not the audio component should be excluded from reverb EQ processing
[edit] bShouldRemainActiveIfDropped
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.
[edit] bStopWhenOwnerDestroyed
Type: bool
Stop sound when owner is destroyed
[edit] bSuppressSubtitles
Type: bool
Modifiers: transient
If true, subtitles in the sound data will be ignored.
[edit] bUseOwnerLocation
Type: bool
Spatialise to the owner's coordinates
Default value: True
[edit] bWasOccluded
Type: bool
whether we were occluded the last time we checked
[edit] bWasPlaying
Type: bool
Modifiers: transient
Set to true when the component has resources that need cleanup
[edit] ComponentLocation
Type: Object.Vector
Modifiers: duplicatetransient, native, const
[edit] CueFirstNode
Type: SoundNode
Modifiers: native, const
This is just a pointer to the root node in SoundCue.
[edit] CurrAdjustVolumeTargetVolume
Type: float
Default value: 1.0
[edit] CurrentHighFrequencyGain
Type: float
Modifiers: native, const
[edit] CurrentLocation
Type: Object.Vector
Modifiers: native, const
[edit] CurrentNotifyBufferFinishedHook
Type: SoundNode
Modifiers: native, const
[edit] CurrentPitch
Type: float
Modifiers: native, const
[edit] CurrentPitchMultiplier
Type: float
Modifiers: native, const
[edit] CurrentUseSeamlessLooping
Type: int
Modifiers: native, const
[edit] CurrentUseSpatialization
Type: int
Modifiers: native, const
[edit] CurrentVoiceCenterChannelVolume
Type: float
Modifiers: native, const
[edit] CurrentVoiceRadioVolume
Type: float
Modifiers: native, const
[edit] CurrentVolume
Type: float
Modifiers: native, const
[edit] CurrentVolumeMultiplier
Type: float
Modifiers: native, const
[edit] FadeInStartTime
Type: float
[edit] FadeInStopTime
Type: float
Default value: -1.0
[edit] FadeInTargetVolume
Type: float
This is the volume level we are fading to *
Default value: 1.0
[edit] FadeOutStartTime
Type: float
[edit] FadeOutStopTime
Type: float
Default value: -1.0
[edit] FadeOutTargetVolume
Type: float
This is the volume level we are fading to *
Default value: 1.0
[edit] LastOcclusionCheckTime
Type: float
Modifiers: transient
last time we checked for occlusion
[edit] Listener
Type: pointer{struct FListener}
Modifiers: duplicatetransient, native, const
[edit] Location
Type: Object.Vector
Modifiers: duplicatetransient, native
[edit] OcclusionCheckInterval
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
[edit] PlaybackTime
Type: float
Modifiers: duplicatetransient, native, const
[edit] PortalVolume
Type: PortalVolume
Modifiers: duplicatetransient, native, const
[edit] PreviewSoundRadius
Type: DrawSoundRadiusComponent
Modifiers: const
[edit] SoundNodeData
Modifiers: duplicatetransient, native, const
[edit] SoundNodeOffsetMap
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.
[edit] SoundNodeResetWaveMap
Type: Object.MultiMap_Mirror{TMultiMap<USoundNode*,FWaveInstance*>}
Modifiers: duplicatetransient, native, const
[edit] SubtitlePriority
Type: float
Modifiers: native
Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
[edit] WaveInstances
Type: array<pointer{struct FWaveInstance}>
Modifiers: duplicatetransient, native, const
