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UE3:SeqAct_CrossFadeMusicTracks (UT3)
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Revision as of 07:40, 23 May 2008 by (Talk)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_CrossFadeMusicTracks |
Contents
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'SeqAct_CrossFadeMusicTracks'
TrackBankName
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
AdjustVolumeDuration
Type: float
AdjustVolumeLevel
Type: float
CurrPlayingTrack
Type: AudioComponent
CurrTrackType
Type: name
NextTrackToPlay
Type: MusicTrackDataStructures.MusicTrackStruct
Default value:
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Params |
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NextTrackToPlayAt
Type: float
Default values
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InputLinks[0] |
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InputLinks[1] |
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InputLinks[2] |
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InputLinks[3] |
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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[2] |
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VariableLinks[3] |
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VariableLinks[4] |
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Functions
Static native functions
StopAllMusicManagerSounds
native static function StopAllMusicManagerSounds ()
This will stop all of the music that is currently playing via SeqAct_CrossFadeMusicTracks SeqActs *
Native functions
ClientSideCrossFadeTrackImmediately
native final function ClientSideCrossFadeTrackImmediately (const out MusicTrackDataStructures.MusicTrackStruct TrackToPlay)
crossfades to the specified track immediately without any delay
CrossFadeTrack
native final function CrossFadeTrack (const out MusicTrackDataStructures.MusicTrackStruct TrackToPlay)
crossfades to the specified track