UE3:AudioComponent internal variables (UT3)

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UT3 Object >> Component >> ActorComponent >> AudioComponent (internal variables)
AudioComponent internal variables in other games:

Internal variables

AdjustVolumeStartTime

Type: float


AdjustVolumeStopTime

Type: float


Default value: -1.0

AdjustVolumeTargetVolume

Type: float

This is the volume level we are adjusting to *

Default value: 1.0

bAllowSpatialization

Type: bool

Is this audio component allowed to be spatialized?

Default value: True

bAlwaysPlay

Type: bool

Modifiers: native

Whether to artificially prioritise the component to play

bApplyEffects

Type: bool

Modifiers: native, const

Whether audio effects are applied

bAutoDestroy

Type: bool

Auto destroy this component on completion

bAutoPlay

Type: bool

Auto start this component on creation

bFinished

Type: bool

Modifiers: transient

Whether the current component has finished playing

bIgnoreForFlushing

Type: bool

Modifiers: transient

If TRUE, this sound will not be stopped when flushing the audio device.

bIsMusic

Type: bool

Modifiers: transient

Whether or not this audio component is a music clip

bIsUISound

Type: bool

Whether or not this sound plays when the game is paused in the UI

bNoReverb

Type: bool

Modifiers: transient

Whether or not the audio component should be excluded from reverb EQ processing

bShouldRemainActiveIfDropped

Type: bool

Whether the wave instances should remain active if they're dropped by the prioritization code. Useful for e.g. vehicle sounds that shouldn't cut out.

bStopWhenOwnerDestroyed

Type: bool

Stop sound when owner is destroyed

bSuppressSubtitles

Type: bool

Modifiers: transient

If true, subtitles in the sound data will be ignored.

bUseOwnerLocation

Type: bool

Spatialise to the owner's coordinates

Default value: True

bWasOccluded

Type: bool

whether we were occluded the last time we checked

bWasPlaying

Type: bool

Modifiers: transient

Set to true when the component has resources that need cleanup

ComponentLocation

Type: Object.Vector

Modifiers: duplicatetransient, native, const


CueFirstNode

Type: SoundNode

Modifiers: native, const

This is just a pointer to the root node in SoundCue.

CurrAdjustVolumeTargetVolume

Type: float


Default value: 1.0

CurrentHighFrequencyGain

Type: float

Modifiers: native, const


CurrentLocation

Type: Object.Vector

Modifiers: native, const


CurrentNotifyBufferFinishedHook

Type: SoundNode

Modifiers: native, const


CurrentPitch

Type: float

Modifiers: native, const


CurrentPitchMultiplier

Type: float

Modifiers: native, const


CurrentUseSeamlessLooping

Type: int

Modifiers: native, const


CurrentUseSpatialization

Type: int

Modifiers: native, const


CurrentVoiceCenterChannelVolume

Type: float

Modifiers: native, const


CurrentVoiceRadioVolume

Type: float

Modifiers: native, const


CurrentVolume

Type: float

Modifiers: native, const


CurrentVolumeMultiplier

Type: float

Modifiers: native, const


FadeInStartTime

Type: float


FadeInStopTime

Type: float


Default value: -1.0

FadeInTargetVolume

Type: float

This is the volume level we are fading to *

Default value: 1.0

FadeOutStartTime

Type: float


FadeOutStopTime

Type: float


Default value: -1.0

FadeOutTargetVolume

Type: float

This is the volume level we are fading to *

Default value: 1.0

LastOcclusionCheckTime

Type: float

Modifiers: transient

last time we checked for occlusion

Listener

Type: pointer{struct FListener}

Modifiers: duplicatetransient, native, const


Location

Type: Object.Vector

Modifiers: duplicatetransient, native


OcclusionCheckInterval

Type: float

while playing, this component will check for occlusion from its closest listener every this many seconds and call OcclusionChanged() if the status changes

PlaybackTime

Type: float

Modifiers: duplicatetransient, native, const


PortalVolume

Type: PortalVolume

Modifiers: duplicatetransient, native, const


PreviewSoundRadius

Type: DrawSoundRadiusComponent

Modifiers: const


SoundNodeData

Type: array<byte>

Modifiers: duplicatetransient, native, const


SoundNodeOffsetMap

Type: Map{USoundNode*,UINT}

Modifiers: duplicatetransient, native, const

We explicitly disregard SoundNodeOffsetMap/WaveMap/ResetWaveMap for GC as all references are already handled elsewhere and we can't NULL references anyways.

SoundNodeResetWaveMap

Type: Object.MultiMap_Mirror{TMultiMap<USoundNode*,FWaveInstance*>}

Modifiers: duplicatetransient, native, const


SubtitlePriority

Type: float

Modifiers: native

Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

WaveInstances

Type: array<pointer{struct FWaveInstance}>

Modifiers: duplicatetransient, native, const