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UE3:AudioDevice internal variables (UDK)
Object >> Subsystem >> AudioDevice (internal variables) |
Contents
- 1 Internal variables
- 1.1 AudioComponents
- 1.2 BaseSoundModeName
- 1.3 bGameWasTicking
- 1.4 CommonAudioPool
- 1.5 CommonAudioPoolFreeBytes
- 1.6 CommonAudioPoolSize
- 1.7 CurrentMode
- 1.8 CurrentSoundClasses
- 1.9 CurrentTick
- 1.10 DebugState
- 1.11 DestinationSoundClasses
- 1.12 Effects
- 1.13 ExteriorEndTime
- 1.14 ExteriorLPFEndTime
- 1.15 ExteriorLPFInterp
- 1.16 ExteriorVolumeInterp
- 1.17 FreeSources
- 1.18 InteriorEndTime
- 1.19 InteriorLPFEndTime
- 1.20 InteriorLPFInterp
- 1.21 InteriorStartTime
- 1.22 InteriorVolumeInterp
- 1.23 LastUpdateTime
- 1.24 ListenerInteriorSettings
- 1.25 Listeners
- 1.26 ListenerVolumeIndex
- 1.27 LowPassFilterResonance
- 1.28 MaxChannels
- 1.29 MinCompressedDurationEditor
- 1.30 MinCompressedDurationGame
- 1.31 SoundModeEndTime
- 1.32 SoundModeFadeInEndTime
- 1.33 SoundModeFadeInStartTime
- 1.34 SoundModes
- 1.35 SoundModeStartTime
- 1.36 Sources
- 1.37 SourceSoundClasses
- 1.38 TestAudioComponent
- 1.39 TextToSpeech
- 1.40 TransientMasterVolume
- 1.41 WaveInstanceSourceMap
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Internal variables
AudioComponents
Type: array<AudioComponent>
Modifiers: transient, const
BaseSoundModeName
Type: name
Modifiers: native, const
bGameWasTicking
Type: bool
Modifiers: native, const
CommonAudioPool
Type: pointer
Modifiers: native, const
Pointer to permanent memory allocation stack.
CommonAudioPoolFreeBytes
Type: int
Modifiers: native, const
Available size in permanent memory stack
CommonAudioPoolSize
Type: int
Modifiers: config, const
The amount of memory to reserve for always resident sounds
CurrentMode
Type: SoundMode
Modifiers: native, const
CurrentSoundClasses
Type: Map{FName, struct FSoundClassProperties}
CurrentTick
Type: Object.qword
Modifiers: native, const
DebugState
Type: EDebugState
Modifiers: native, const
The debug state of the audio device
DestinationSoundClasses
Type: Map{FName, struct FSoundClassProperties}
Effects
Type: pointer{class FAudioEffectsManager}
Modifiers: native, const
Interface to audio effects processing
ExteriorEndTime
Type: Object.double
Modifiers: native, const
ExteriorLPFEndTime
Type: Object.double
Modifiers: native, const
ExteriorLPFInterp
Type: float
Modifiers: native, const
ExteriorVolumeInterp
Type: float
Modifiers: native, const
FreeSources
Type: array<pointer{FSoundSource}>
Modifiers: native, const
InteriorEndTime
Type: Object.double
Modifiers: native, const
InteriorLPFEndTime
Type: Object.double
Modifiers: native, const
InteriorLPFInterp
Type: float
Modifiers: native, const
InteriorStartTime
Type: Object.double
Modifiers: native, const
The times of interior volumes fading in and out
InteriorVolumeInterp
Type: float
Modifiers: native, const
LastUpdateTime
Type: float
Modifiers: transient
Timestamp of the last update
ListenerInteriorSettings
Type: ReverbVolume.InteriorSettings
Modifiers: native, const
Listeners
Modifiers: native, const
ListenerVolumeIndex
Type: int
Modifiers: native, const
The index of the volume the listener resides in
LowPassFilterResonance
Type: float
Modifiers: config, const
Low pass filter OneOverQ value
MaxChannels
Type: int
Modifiers: config, const
The maximum number of concurrent audible sounds
MinCompressedDurationEditor
Type: float
Modifiers: config, const
Sound duration in seconds below which sounds are entirely expanded to PCM at load time in the Editor.
MinCompressedDurationGame
Type: float
Modifiers: config, const
Sound duration in seconds below which sounds are entirely expanded to PCM at load time in the Game.
SoundModeEndTime
Type: Object.double
Modifiers: native, const
SoundModeFadeInEndTime
Type: Object.double
Modifiers: native, const
SoundModeFadeInStartTime
Type: Object.double
Modifiers: native, const
SoundModes
Type: Map{FName, class USoundMode*}
Modifiers: native, const
Map of available sound modes
SoundModeStartTime
Type: Object.double
Modifiers: native, const
Sources
Type: array<pointer{FSoundSource}>
Modifiers: native, const
SourceSoundClasses
Type: Map{FName, struct FSoundClassProperties}
Source, current and destination properties of all sound classes
TestAudioComponent
Type: AudioComponent
Modifiers: const
An AudioComponent to play test sounds on
TextToSpeech
Type: pointer{class FTextToSpeech}
Modifiers: native, const
Interface to text to speech processor
TransientMasterVolume
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
WaveInstanceSourceMap
Type: Map{FWaveInstance*, FSoundSource*}
Modifiers: native, const