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UE3:UTMusicManager (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtMusicManager
- This class in other games:
- UDK
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Todo: add ability to use the TempoOverride Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] bPendingAction
Type: bool
Time at which last "action event" occurred - used to determine when to fade out action track.
[edit] CurrentState
Type: EMusicState
[edit] CurrentTrack
Type: AudioComponent
[edit] CurrFadeFactor
Type: float
Modifiers: private
[edit] CurrTempo
Type: float
Modifiers: private
This is the temp (in Beats Per Minutes) of the track that is currently playing *
[edit] LastActionEventTime
Type: float
Maximum volume for music audiocomponents (max value for VolumeMultiplier).
Default value: -1000.0
[edit] LastBeat
Type: int
Time at which current track started playing
[edit] MusicStartTime
Type: float
[edit] MusicTracks
Type: AudioComponent
Array size: 6
Track being ramped up, rather than faded out
[edit] MusicVolume
Type: float
Modifiers: globalconfig
Owner of this MusicManager
Default value: 0.36
[edit] PendingEvent
Type: int
Current Music state (reflects which track is active).
[edit] PendingEventDelay
Type: float
Default value: 0.125
[edit] PendingEventPlayTime
Type: float
Pending music event - will be processed on next beat.
[edit] PlayerOwner
Type: UTPlayerController
Pre-computed MusicVolume/CrossFadeTime deltatime multiplier for cross-fading
[edit] StingerVolumeMultiplier
Type: float
Modifiers: config
If true, switch to action on next beat
Default value: 1.1
[edit] Default values
| Property | Value |
|---|---|
| CollisionType | COLLIDE_CustomDefault |
[edit] Subobjects
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: Info.Sprite
No new values.
[edit] Enums
[edit] EMusicState
- MST_Ambient
- MST_Tension
- MST_Suspense
- MST_Action
- MST_Victory
[edit] Functions
[edit] Events
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
Music Tracks - see ChangeTrack() for definition of slots.
[edit] Tick
Overrides: Actor.Tick
[edit] Other instance functions
[edit] AlreadyInActionMusic
[edit] ChangeTrack
ChangeTrack()
Parameters:
- NewState - New music state (track to ramp up).
[edit] CreateNewTrack
[edit] IntroFinished
delegate set to intro music's AudioComponent to detect when the music has completed
[edit] MusicEvent
[edit] ProcessMusicEvent
ProcessMusicEvent() process PendingEvent. Called from Tick() on a beat.
[edit] StartMusic
StartMusic() Initialize MusicManager and start intro track.
