Gah - a solution with more questions. – EntropicLqd
UE3:UTMusicManager (UDK)
Contents
- 1 Properties
- 1.1 bPendingAction
- 1.2 CurrentState
- 1.3 CurrentTrack
- 1.4 CurrFadeFactor
- 1.5 CurrTempo
- 1.6 LastActionEventTime
- 1.7 LastBeat
- 1.8 MusicStartTime
- 1.9 MusicTracks
- 1.10 MusicVolume
- 1.11 PendingEvent
- 1.12 PendingEventDelay
- 1.13 PendingEventPlayTime
- 1.14 PlayerOwner
- 1.15 StingerVolumeMultiplier
- 1.16 Default values
- 1.17 Subobjects
- 2 Enums
- 3 Functions
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Todo: add ability to use the TempoOverride
Properties
bPendingAction
Type: bool
Time at which last "action event" occurred - used to determine when to fade out action track.
CurrentState
Type: EMusicState
CurrentTrack
Type: AudioComponent
CurrFadeFactor
Type: float
Modifiers: private
CurrTempo
Type: float
Modifiers: private
This is the temp (in Beats Per Minutes) of the track that is currently playing *
LastActionEventTime
Type: float
Maximum volume for music audiocomponents (max value for VolumeMultiplier).
Default value: -1000.0
LastBeat
Type: int
Time at which current track started playing
MusicStartTime
Type: float
MusicTracks
Type: AudioComponent
Array size: 6
Track being ramped up, rather than faded out
MusicVolume
Type: float
Modifiers: globalconfig
Owner of this MusicManager
Default value: 0.36
PendingEvent
Type: int
Current Music state (reflects which track is active).
PendingEventDelay
Type: float
Default value: 0.125
PendingEventPlayTime
Type: float
Pending music event - will be processed on next beat.
PlayerOwner
Type: UTPlayerController
Pre-computed MusicVolume/CrossFadeTime deltatime multiplier for cross-fading
StingerVolumeMultiplier
Type: float
Modifiers: config
If true, switch to action on next beat
Default value: 1.1
Default values
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
Subobjects
Sprite
Class: Engine.SpriteComponent
Inherits from: Info.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums
EMusicState
- MST_Ambient
- MST_Tension
- MST_Suspense
- MST_Action
- MST_Victory
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Music Tracks - see ChangeTrack() for definition of slots.
Tick
Overrides: Actor.Tick
Other instance functions
AlreadyInActionMusic
ChangeTrack
ChangeTrack()
Parameters:
- NewState - New music state (track to ramp up).
CreateNewTrack
IntroFinished
delegate set to intro music's AudioComponent to detect when the music has completed
MusicEvent
ProcessMusicEvent
ProcessMusicEvent() process PendingEvent. Called from Tick() on a beat.
StartMusic
StartMusic() Initialize MusicManager and start intro track.