I'm a doctor, not a mechanic

UE3:AudioDevice (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Subsystem >> AudioDevice
Package: 
Engine
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'AudioDevice'[edit]

SoundGroupEffects[edit]

Type: array<SoundGroupEffect>

Modifiers: config

Array of presets that modify sound groups

Default value, index 1:

Member Value
GroupEffect
Member Value
GroupName 'Weapon'
PitchAdjuster 0.4
Member Value
GroupName 'Ambient'
PitchAdjuster 0.4
Member Value
GroupName 'Character'
PitchAdjuster 0.4
Member Value
GroupName 'Item'
PitchAdjuster 0.4
Member Value
GroupName 'Vehicle'
PitchAdjuster 0.4

SoundGroups[edit]

Type: array<SoundGroup>

Modifiers: config

Array of sound groups read from ini file

Default value, index 0:

Member Value
GroupName 'Ambient'
Properties
Member Value
Pitch 1.0
Volume 0.24

Default value, index 1:

Member Value
GroupName 'Announcer'
Properties
Member Value
bAlwaysPlay True
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 2:

Member Value
GroupName 'Briefing'
Properties
Member Value
bAlwaysPlay True
bIsUISound True
Pitch 1.0
Volume 1.0

Default value, index 3:

Member Value
GroupName 'Character'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 4:

Member Value
GroupName 'Cinematic'
Properties
Member Value
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 5:

Member Value
GroupName 'CinematicDialog'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 6:

Member Value
ChildGroupNames
  1. 'StoryDialog'
  2. 'CinematicDialog'
  3. 'Taunts'
  4. 'Briefing'
GroupName 'Dialog'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 7:

Member Value
GroupName 'Item'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 8:

Member Value
ChildGroupNames
  1. 'SFX'
  2. 'Cinematic'
  3. 'Music'
  4. 'Announcer'
  5. 'VoiceChat'
  6. 'Dialog'
  7. 'MovieEffects'
  8. 'MovieVoice'
  9. 'UI'
GroupName 'Master'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 9:

Member Value
GroupName 'MovieEffects'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 10:

Member Value
GroupName 'MovieVoice'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 11:

Member Value
GroupName 'Music'
Properties
Member Value
bAlwaysPlay True
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 12:

Member Value
ChildGroupNames
  1. 'Character'
  2. 'Item'
  3. 'Stinger'
  4. 'Vehicle'
  5. 'Weapon'
GroupName 'SFX'
Properties
Member Value
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 13:

Member Value
GroupName 'Stinger'
Properties
Member Value
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 14:

Member Value
GroupName 'StoryDialog'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 15:

Member Value
GroupName 'Taunts'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 16:

Member Value
GroupName 'UI'
Properties
Member Value
bIsUISound True
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 17:

Member Value
GroupName 'Vehicle'
Properties
Member Value
Pitch 1.0
Volume 1.0

Default value, index 18:

Member Value
GroupName 'VoiceChat'
Properties
Member Value
bNoReverb True
Pitch 1.0
Volume 1.0

Default value, index 19:

Member Value
GroupName 'Weapon'
Properties
Member Value
Pitch 1.0
Volume 1.0

Internal variables[edit]

AudioComponents[edit]

Type: array<AudioComponent>

Modifiers: transient, const


bGameWasTicking[edit]

Type: bool

Modifiers: native, const


bTestEQFilter[edit]

Type: bool

Modifiers: native, const


bTestLowPassFilter[edit]

Type: bool

Modifiers: native, const


CurrentMode[edit]

Type: ESoundMode

Modifiers: native, const


CurrentSoundGroups[edit]

Type: array<SoundGroup>

Modifiers: native, const

The current state of sound group constants

CurrentTick[edit]

Type: Object.qword

Modifiers: native, const


DestinationSoundGroups[edit]

Type: array<SoundGroup>

Modifiers: native, const

The sound group constants that we are interpolating to

Effects[edit]

Type: pointer{class FAudioEffectsManager}

Modifiers: native, const

Interface to audio effects processing

FreeSources[edit]

Type: array<pointer{FSoundSource}>

Modifiers: native, const


Listeners[edit]

Type: array<Listener>

Modifiers: native, const


MaxChannels[edit]

Type: int

Modifiers: config, const


NameToSoundGroupIndexMap[edit]

Type: Object.Map_Mirror{TMap<FName, INT>}

Modifiers: native, const

Map from name to the sound group index - used to index the following 4 arrays

SoundModeEndTime[edit]

Type: Object.double

Modifiers: native, const


SoundModeStartTime[edit]

Type: Object.double

Modifiers: native, const


Sources[edit]

Type: array<pointer{FSoundSource}>

Modifiers: native, const


SourceSoundGroups[edit]

Type: array<SoundGroup>

Modifiers: native, const

The sound group constants that we are interpolating from

TextToSpeech[edit]

Type: pointer{class FTextToSpeech}

Modifiers: native, const

Interface to text to speech processor

TransientMasterVolume[edit]

Type: float

Modifiers: transient

transient master volume multiplier that can be modified at runtime without affecting user settings automatically reset to 1.0 on level change

UseEffectsProcessing[edit]

Type: bool

Modifiers: config, const


WaveInstanceSourceMap[edit]

Type: Object.DynamicMap_Mirror{TDynamicMap<FWaveInstance*, FSoundSource*>}

Modifiers: native, const


Enums[edit]

ESoundMode[edit]

Enum describing the sound modes available for use in game.

SOUNDMODE_NORMAL 
Normal - No EQ applied
SOUNDMODE_SLOWMOTION 
Slowmo
SOUNDMODE_DEATH 
Death - Death EQ applied
SOUNDMODE_COVER 
Cover - EQ applied to indicate player is in cover
SOUNDMODE_ROADIE_RUN 
Roadie Run - Accentuates high-pitched bullet whips, etc.
SOUNDMODE_TACCOM 
TacCom - Tactical command EQ lowers game volumes
SOUNDMODE_RADIO 
Applied to the radio effect

Structs[edit]

Listener[edit]

Modifiers: native

PortalVolume PortalVolume 
Object.Vector Location 
Object.Vector Up 
Object.Vector Right 
Object.Vector Front 

ModeSettings[edit]

Modifiers: native

Structure defining a sound mode (used for EQ and volume ducking)

ESoundMode Mode 
float FadeTime 

Default values:

Property Value
FadeTime 0.1
Mode SOUNDMODE_NORMAL

SoundGroup[edit]

Modifiers: native

Structure containing information about a sound group.

SoundGroupProperties Properties 
Configurable properties like volume and priority.
name GroupName 
Name of this sound group.
array<name> ChildGroupNames 
Array of names of child sound groups. Empty for leaf groups.

SoundGroupAdjuster[edit]

Modifiers: native

Elements of data for sound group volume control

name GroupName 
float VolumeAdjuster 
float PitchAdjuster 

Default values:

Property Value
GroupName 'Master'
PitchAdjuster 1.0
VolumeAdjuster 1.0

SoundGroupEffect[edit]

Modifiers: native

Group of adjusters

array<SoundGroupAdjuster> GroupEffect 

SoundGroupProperties[edit]

Modifiers: native

Structure containing configurable properties of a sound group.

float Volume 
Volume multiplier.
float Pitch 
Pitch multiplier.
float VoiceCenterChannelVolume 
Voice center channel volume - Not a multiplier (no propagation)
float VoiceRadioVolume 
Radio volume multiplier - Not a multiplier (no propagation)
bool bApplyEffects 
Sound mode voice - whether to apply audio effects
bool bAlwaysPlay 
Whether to artificially prioritise the component to play
bool bIsUISound 
Whether or not this sound plays when the game is paused in the UI
bool bIsMusic 
Whether or not this is music (propagates only if parent is TRUE)
bool bNoReverb 
Whether or not this sound group is excluded from reverb EQ

Default values:

Property Value
bAlwaysPlay False
bApplyEffects False
bIsMusic False
bIsUISound False
bNoReverb False
Pitch 1.0
VoiceCenterChannelVolume 0.0
VoiceRadioVolume 0.0
Volume 1.0