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UE3:AudioComponent internal variables (UT3)

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UT3 Object >> Component >> ActorComponent >> AudioComponent (internal variables)

Contents

AudioComponent internal variables in other games:
UDK

[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

Type: array<byte>

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