Always snap to grid
Difference between revisions of "Legacy:Actor (UT)/Sound"
From Unreal Wiki, The Unreal Engine Documentation Site
m (clarified transientsoundvolume) |
|||
Line 1: | Line 1: | ||
+ | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Object (UT)|Object (UT)]] >> [[Legacy:Actor (UT)|Actor (UT)]] (Property group: Sound)}} | ||
+ | |||
Properties for emitting sound. | Properties for emitting sound. | ||
− | Note: | + | Note: Don't set this for [[Legacy:Mover|Mover]]. It only works until the mover moves, then the script overwrites with MoverSounds -> MoveAmbientSound and then "none" after moving. |
;AmbientSound : Ambient sound effect. Note: some actors will override this, eg Movers set this property for the sound they play during movement (please suplpy the name) – be careful. (Does this still apply to ut2003? if so, copy tis to the equivalent ut2003 page) | ;AmbientSound : Ambient sound effect. Note: some actors will override this, eg Movers set this property for the sound they play during movement (please suplpy the name) – be careful. (Does this still apply to ut2003? if so, copy tis to the equivalent ut2003 page) | ||
Line 12: | Line 14: | ||
Regular sounds. (Used for actors that emit dynamic sounds such as [[Legacy:SpecialEvent|SpecialEvent]]s and [[Legacy:Mover|Mover]]s.) | Regular sounds. (Used for actors that emit dynamic sounds such as [[Legacy:SpecialEvent|SpecialEvent]]s and [[Legacy:Mover|Mover]]s.) | ||
− | ;TransientSoundVolume: | + | ; TransientSoundVolume : Multiplier of the default volume of the dynamic sound. Range is 0.000 to 1.000.<br />For example, the default volume of a [[Legacy:SpecialEvent|SpecialEvent]] is maximum: 255. A multiplier above 1.000 will not increase volume, but a multiplier less than 1.000 will decrease volume. |
− | Multiplier of the default volume of the dynamic sound. Range is 0.000 to 1.000. | + | |
− | + | ||
− | For example, the default volume of a [[Legacy:SpecialEvent|SpecialEvent]] is maximum: 255. A multiplier above 1.000 will not increase volume, but a multiplier less than 1.000 will decrease volume. | + | |
− | + | ||
;TransientSoundRadius: Number of [[Legacy:UU|UU]]s in which the dynamic sound can be heard. Outside of this radius, the sound will not be heard. | ;TransientSoundRadius: Number of [[Legacy:UU|UU]]s in which the dynamic sound can be heard. Outside of this radius, the sound will not be heard. |
Revision as of 14:26, 2 September 2004
Properties for emitting sound.
Note: Don't set this for Mover. It only works until the mover moves, then the script overwrites with MoverSounds -> MoveAmbientSound and then "none" after moving.
- AmbientSound
- Ambient sound effect. Note: some actors will override this, eg Movers set this property for the sound they play during movement (please suplpy the name) – be careful. (Does this still apply to ut2003? if so, copy tis to the equivalent ut2003 page)
Ambient sound
- SoundRadius
- Radius of ambient sound. When a viewport in UnrealEd is set to radii view, a blue circle will surround the actor when there is something in the AmbientSound field. Within this radius, the sound in the AmbientSound field can be heard.
- SoundVolume
- Volume of ambient sound. Ranges from 0 to 255. 255 is maximum volume.
- SoundPitch
- Sound pitch shift, 64.0=none.
Regular sounds. (Used for actors that emit dynamic sounds such as SpecialEvents and Movers.)
- TransientSoundVolume
- Multiplier of the default volume of the dynamic sound. Range is 0.000 to 1.000.
For example, the default volume of a SpecialEvent is maximum: 255. A multiplier above 1.000 will not increase volume, but a multiplier less than 1.000 will decrease volume.
- TransientSoundRadius
- Number of UUs in which the dynamic sound can be heard. Outside of this radius, the sound will not be heard.