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UE3:UTMusicManager (UT3)
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
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtMusicManager
- This class in other games:
- UDK
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Todo: add ability to use the TempoOverride Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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
No new values.
Enums[edit]
EMusicState[edit]
- MST_Ambient
- MST_Tension
- MST_Suspense
- MST_Action
- MST_Victory
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Music Tracks - see ChangeTrack() for definition of slots.
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
AlreadyInActionMusic[edit]
ChangeTrack[edit]
ChangeTrack()
Parameters:
- NewState - New music state (track to ramp up).
CreateNewTrack[edit]
IntroFinished[edit]
delegate set to intro music's AudioComponent to detect when the music has completed
MusicEvent[edit]
ProcessMusicEvent[edit]
ProcessMusicEvent() process PendingEvent. Called from Tick() on a beat.
StartMusic[edit]
StartMusic() Initialize MusicManager and start intro track.