I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:UTMusicManager (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Info >> UTMusicManager
Package: 
UTGame
This class in other games:
UT3

Todo: add ability to use the TempoOverride

Properties[edit]

bPendingAction[edit]

Type: bool

Time at which last "action event" occurred - used to determine when to fade out action track.

CurrentState[edit]

Type: EMusicState


CurrentTrack[edit]

Type: AudioComponent


CurrFadeFactor[edit]

Type: float

Modifiers: private


CurrTempo[edit]

Type: float

Modifiers: private

This is the temp (in Beats Per Minutes) of the track that is currently playing *

LastActionEventTime[edit]

Type: float

Maximum volume for music audiocomponents (max value for VolumeMultiplier).

Default value: -1000.0

LastBeat[edit]

Type: int

Time at which current track started playing

MusicStartTime[edit]

Type: float


MusicTracks[edit]

Type: AudioComponent

Array size: 6

Track being ramped up, rather than faded out

MusicVolume[edit]

Type: float

Modifiers: globalconfig

Owner of this MusicManager

Default value: 0.36

PendingEvent[edit]

Type: int

Current Music state (reflects which track is active).

PendingEventDelay[edit]

Type: float


Default value: 0.125

PendingEventPlayTime[edit]

Type: float

Pending music event - will be processed on next beat.

PlayerOwner[edit]

Type: UTPlayerController

Pre-computed MusicVolume/CrossFadeTime deltatime multiplier for cross-fading

StingerVolumeMultiplier[edit]

Type: float

Modifiers: config

If true, switch to action on next beat

Default value: 1.1

Default values[edit]

Property Value
CollisionType COLLIDE_CustomDefault

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: Info.Sprite

Property Value
ReplacementPrimitive None

Enums[edit]

EMusicState[edit]

MST_Ambient 
MST_Tension 
MST_Suspense 
MST_Action 
MST_Victory 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay

Music Tracks - see ChangeTrack() for definition of slots.

Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

AlreadyInActionMusic[edit]

function bool AlreadyInActionMusic ()


ChangeTrack[edit]

function ChangeTrack (EMusicState NewState)

ChangeTrack()

Parameters:

  • NewState - New music state (track to ramp up).

CreateNewTrack[edit]

function AudioComponent CreateNewTrack (SoundCue MusicCue)


IntroFinished[edit]

function IntroFinished (AudioComponent AC)

delegate set to intro music's AudioComponent to detect when the music has completed

MusicEvent[edit]

function MusicEvent (int NewEventIndex)


ProcessMusicEvent[edit]

function ProcessMusicEvent ()

ProcessMusicEvent() process PendingEvent. Called from Tick() on a beat.

StartMusic[edit]

function StartMusic ()

StartMusic() Initialize MusicManager and start intro track.