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UE3:UTMapMusicInfo (UDK)
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Object >> UTMapMusicInfo |
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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 | ||||
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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[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