Mostly Harmless
UE3:SeqAct_CrossFadeMusicTracks (UT3)
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Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_CrossFadeMusicTracks |
Contents
- Package:
- Engine
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'SeqAct_CrossFadeMusicTracks'[edit]
TrackBankName[edit]
Type: name
This is the TrackBank that should be used if there is one not attached. This would be used to have the CrossFade on a lower level that doesn't have the TrackBank attached and that we know that the music has already been stopped.
Internal variables[edit]
AdjustVolumeDuration[edit]
Type: float
AdjustVolumeLevel[edit]
Type: float
CurrPlayingTrack[edit]
Type: AudioComponent
CurrTrackType[edit]
Type: name
NextTrackToPlay[edit]
Type: MusicTrackDataStructures.MusicTrackStruct
Default value:
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NextTrackToPlayAt[edit]
Type: float
Default values[edit]
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InputLinks[0] |
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ObjCategory | "Sound" | ||||||||||
ObjClassVersion | 5 | ||||||||||
ObjName | "CrossFadeMusicTracks" | ||||||||||
OutputLinks[0] |
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VariableLinks[0] |
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VariableLinks[1] |
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VariableLinks[4] |
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Functions[edit]
Static native functions[edit]
StopAllMusicManagerSounds[edit]
native static function StopAllMusicManagerSounds ()
This will stop all of the music that is currently playing via SeqAct_CrossFadeMusicTracks SeqActs *
Native functions[edit]
ClientSideCrossFadeTrackImmediately[edit]
native final function ClientSideCrossFadeTrackImmediately (const out MusicTrackDataStructures.MusicTrackStruct TrackToPlay)
crossfades to the specified track immediately without any delay
CrossFadeTrack[edit]
native final function CrossFadeTrack (const out MusicTrackDataStructures.MusicTrackStruct TrackToPlay)
crossfades to the specified track