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UE3:UTMapMusicInfo (UDK)
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Object >> UTMapMusicInfo |
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Properties
Property group 'UTMapMusicInfo'
MapMusic
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 |
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Ambient |
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Intro |
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Suspense |
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Tension |
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Victory |
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MapStingers
Type: StingersForAMap
These are the stingers for the map *
Enums
ECrossfadeType
- CFT_BeginningOfMeasure
- CFT_EndOfMeasure
Structs
MusicForAMap
Modifiers: native
- float Tempo
- Default Tempo in Beats per Minute. *
- MusicSegment Action
- MusicSegment Ambient
- MusicSegment Intro
- MusicSegment Suspense
- MusicSegment Tension
- MusicSegment Victory
MusicSegment
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
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