I'm a doctor, not a mechanic
Difference between revisions of "Legacy:DynamicAmbientSound"
From Unreal Wiki, The Unreal Engine Documentation Site
m (+classbox) |
(rewritten, mostly extrated from code) |
||
Line 1: | Line 1: | ||
{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Keypoint (UT)|KeyPoint (UT)]] >> DynamicAmbientSound (Package: UnrealShare)}} | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Keypoint (UT)|KeyPoint (UT)]] >> DynamicAmbientSound (Package: UnrealShare)}} | ||
− | == | + | == Basic == |
+ | 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 == | |
− | + | === DynamicAmbientSound === | |
+ | ;bDontRepeat: Never play two of the same sound in a row. | ||
+ | ;bInitiallyOn: Initial state. | ||
+ | ;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. | ||
− | == | + | == Events == |
− | + | === Event === | |
− | + | No Event is generated. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + |
Revision as of 23:41, 28 January 2015
Basic
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
DynamicAmbientSound
- bDontRepeat
- Never play two of the same sound in a row.
- bInitiallyOn
- Initial state.
- 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.
Events
Event
No Event is generated.