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UE3:UTMapMusicInfo (UDK)

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UDK Object >> UTMapMusicInfo
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

Property group 'UTMapMusicInfo'[edit]

MapMusic[edit]

Type: MusicForAMap

This is the music for the map. Content folk will pick from the various sets of music that exist and then specify the music the map should have.

Default value:

Member Value
Action
Member Value
CrossfadeToMeNumMeasuresDuration 1
Ambient
Member Value
CrossfadeToMeNumMeasuresDuration 1
Intro
Member Value
CrossfadeToMeNumMeasuresDuration 1
Suspense
Member Value
CrossfadeToMeNumMeasuresDuration 1
Tension
Member Value
CrossfadeToMeNumMeasuresDuration 1
Victory
Member Value
CrossfadeToMeNumMeasuresDuration 1

MapStingers[edit]

Type: StingersForAMap

These are the stingers for the map *

Enums[edit]

ECrossfadeType[edit]

CFT_BeginningOfMeasure 
CFT_EndOfMeasure 

Structs[edit]

MusicForAMap[edit]

Modifiers: native

float Tempo 
Default Tempo in Beats per Minute. *
MusicSegment Action 
MusicSegment Ambient 
MusicSegment Intro 
MusicSegment Suspense 
MusicSegment Tension 
MusicSegment Victory 

MusicSegment[edit]

Modifiers: native

float TempoOverride 
Tempo in Beats per Minute. This allows for the specific segement to have a different BPM *
ECrossfadeType CrossfadeRule 
crossfading always begins at the beginning of the measure *
int CrossfadeToMeNumMeasuresDuration 
How many measures it takes to crossfade to this MusicSegment

(e.g. No matter which MusicSegement we are currently in when we crossfade to this one we will fade over this many measures.

SoundCue TheCue 

Default values:

Property Value
CrossfadeRule CFT_BeginningOfMeasure
CrossfadeToMeNumMeasuresDuration 1

StingersForAMap[edit]

Modifiers: native

SoundCue Died 
SoundCue DoubleKill 
SoundCue EnemyGrabFlag 
SoundCue FirstKillingSpree 
SoundCue FlagReturned 
SoundCue GrabFlag 
SoundCue Kill 
SoundCue LongKillingSpree 
SoundCue MajorKill 
SoundCue MonsterKill 
SoundCue MultiKill 
SoundCue ReturnFlag 
SoundCue ScoreLosing 
SoundCue ScoreTie 
SoundCue ScoreWinning