Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:SoundDispatcher (U2XMP)
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SoundDispatcher.uc $Author: Mfox $ $Date: 12/14/02 10:52p $ $Revision: 8 $ If any programmer ever sees this code feel free to beat me with a stick, I KNOW that it's an ugly, redundant mess ;)
Properties[edit]
Property group 'SoundDispatcher'[edit]
bLoop[edit]
Type: bool
EventList[edit]
Type: SoundEvent
Array size: 16
SoundRadius[edit]
Type: float
radius used to play all sounds in this SoundDispatcher
Default value: 64.0
SoundSlot[edit]
Type: Actor.ESoundSlot
slot used to play all sounds in this SoundDispatcher
Default value: SLOT_Misc
SoundVolume[edit]
Type: float
volume used to play all sounds in this SoundDispatcher
Default value: 1.0
Internal variables[edit]
i[edit]
Type: int
P[edit]
Type: PlayerController
Target[edit]
Type: Actor
Default values[edit]
Property | Value |
---|---|
InitialState | 'SoundDispatcher' |
Texture | Texture'Legend.S_SndDispatcher' |
Structs[edit]
SoundEvent[edit]
- float Delay
- relative delay *before* generating event
- Sound Sound
- sound to play (ignore SoundTableTag)
- name SoundSourceTag
- tag of actor to play the sound
- name Event
- event to generate
- bool bPlayOnPlayer
- play on player?
States[edit]
NormalTrigger[edit]
NormalTrigger.Touch[edit]
event Touch (Actor Other)
Overrides: Trigger.Touch (global)
OtherTriggerTurnsOn[edit]
OtherTriggerTurnsOn.Trigger[edit]
Overrides: Trigger.OtherTriggerTurnsOn.Trigger
SoundDispatcher[edit]
SoundDispatcher.Trigger[edit]
Overrides: Actor.Trigger (global)