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UE3:UTMusicManager (UT3)

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UT3 Object >> Actor >> Info >> UTMusicManager

Contents

Package: 
UTGame
Direct subclass:
UTOnslaughtMusicManager
This class in other games:
UDK

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

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay

Music Tracks - see ChangeTrack() for definition of slots.

[edit] Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] Other instance functions

[edit] AlreadyInActionMusic

function bool AlreadyInActionMusic ()


[edit] ChangeTrack

function ChangeTrack (EMusicState NewState)

ChangeTrack()

Parameters:

  • NewState - New music state (track to ramp up).

[edit] CreateNewTrack

function AudioComponent CreateNewTrack (SoundCue MusicCue)


[edit] IntroFinished

function IntroFinished (AudioComponent AC)

delegate set to intro music's AudioComponent to detect when the music has completed

[edit] MusicEvent

function MusicEvent (int NewEventIndex)


[edit] ProcessMusicEvent

function ProcessMusicEvent ()

ProcessMusicEvent() process PendingEvent. Called from Tick() on a beat.

[edit] StartMusic

function StartMusic ()

StartMusic() Initialize MusicManager and start intro track.