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Difference between revisions of "Legacy:DynamicAmbientSound"

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(rewritten, mostly extrated from code)
m (bInitiallyOn / bug in numSounds)
 
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=== DynamicAmbientSound ===
 
=== DynamicAmbientSound ===
 
;bDontRepeat: Never play two of the same sound in a row.
 
;bDontRepeat: Never play two of the same sound in a row.
;bInitiallyOn: Initial state.
+
;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).
 
;maxReCheckTime: Try to restart the sound after (max amount).
 
;minReCheckTime: Try to restart the sound after (min amount).
 
;minReCheckTime: Try to restart the sound after (min amount).
 
;playProbability: The chance of the sound effect playing (a number between 0 and 1).
 
;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.
+
;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).
  
 
== Events ==
 
== Events ==
 
=== Event ===
 
=== Event ===
 
No Event is generated.
 
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.