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Difference between revisions of "Legacy:DynamicAmbientSound"

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===Basics===
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{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Keypoint (UT)|KeyPoint (UT)]] >> DynamicAmbientSound (Package: UnrealShare)}}
  
This is a quick way to add position based ambience (amb. that can move) to your map. Generally you have a radius in UU, a fall off radius, overal volume, and of course occlusion type. (See ESoundOcclusion on [[Legacy:Actor/Enums|Actor/Enums]] for a description of the occlusion types.)
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== Basic ==
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Dynamic ambient sounds are used to create one-shot randomized sound effects such as bird calls/thunder/machine sounds. You can assign up to 16 different sounds and specify the maxiumum and minimum time between sounds being played. The engine randomly chooses a time between these values and plays one of the sounds at random. You can also tell it not to play the same sounds twice in a row. Unfortunately you cannot alter the radius or volume of the sound.
  
This actor was coded for Ravenshield. It is not present in UT2003 or UT2004.
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== Properties ==
  
'''Foxpaw:''' Any actor with an ambient sound can be moved around.. what's special about this actor?
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=== DynamicAmbientSound ===
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;bDontRepeat: Never play two of the same sound in a row.
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;bInitiallyOn: Initial state. If ''True'' a random chosen sound is played instantly. If ''False'', a random chosen sound is played after ''minReCheckTime'' plus a little random offset.
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;maxReCheckTime: Try to restart the sound after (max amount).
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;minReCheckTime: Try to restart the sound after (min amount).
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;playProbability: The chance of the sound effect playing (a number between 0 and 1).
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;Sounds[16]: What to play. Must be at least one sound. The first empty entry terminates the list - in other words, any sound given after ''None'' will never be played.<br>Due to a bug if 16 sounds are defined, only the first 6 are taken into account (see discussion).
  
'''Mr. Lane:''' This description is completely wrong.  Dynamic ambient sounds are used to create one-shot randomized sound effects such as bird calls/thunder/machine sounds.  You can assign up to 16 different sounds and specify the maxiumum and minimum time between sounds being played.  The engine randomly chooses a time between these values and plays one of the sounds at random.  From memory you can also tell it not to play the same sounds twice in a row.  Unfortunately you cannot alter the radius or volume of the sound.  Plenty of these can be found in Unreal 1, especially in the more sound rich early levels, but they use that standard keypoint icon.  These have been superceeded in Unreal Engine 2 by additional functionality added to the AmbientSound Actor.
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== Events ==
 
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=== Event ===
'''MythOpus:''' Though they were present in Unreal, they could have been recoded to behave differently in 'Ravenshield'.
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No Event is generated.

Latest revision as of 04:23, 16 December 2015

UT :: Actor >> KeyPoint (UT) >> DynamicAmbientSound (Package: UnrealShare)

Basic[edit]

Dynamic ambient sounds are used to create one-shot randomized sound effects such as bird calls/thunder/machine sounds. You can assign up to 16 different sounds and specify the maxiumum and minimum time between sounds being played. The engine randomly chooses a time between these values and plays one of the sounds at random. You can also tell it not to play the same sounds twice in a row. Unfortunately you cannot alter the radius or volume of the sound.

Properties[edit]

DynamicAmbientSound[edit]

bDontRepeat
Never play two of the same sound in a row.
bInitiallyOn
Initial state. If True a random chosen sound is played instantly. If False, a random chosen sound is played after minReCheckTime plus a little random offset.
maxReCheckTime
Try to restart the sound after (max amount).
minReCheckTime
Try to restart the sound after (min amount).
playProbability
The chance of the sound effect playing (a number between 0 and 1).
Sounds[16]
What to play. Must be at least one sound. The first empty entry terminates the list - in other words, any sound given after None will never be played.
Due to a bug if 16 sounds are defined, only the first 6 are taken into account (see discussion).

Events[edit]

Event[edit]

No Event is generated.