- Package:
- UTGame
- Direct subclasses:
- UTPawnSoundGroup_HumanFemale, UTPawnSoundGroup_Krall, UTPawnSoundGroup_Liandri, UTPawnSoundGroup_NecrisMale
- This class in other games:
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
BodyExplosionSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_Explosion_Cue'
BulletImpactSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_Bullet_Cue'
CrushedSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_Crush_Cue'
Type: SoundCue
default footstep sound used when a given material type is not found in the list
Default value: SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DefaultCue'
DefaultJumpingSound
Type: SoundCue
Default value: SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue'
DefaultLandingSound
Type: SoundCue
Default value: SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue'
DodgeSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_Dodge_Cue'
DoubleJumpSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_DoubleJump_Cue'
DrownSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_MaleDrowning_Cue'
DyingSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_Death_Cue'
FallingDamageLandSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_LandHeavy_Cue'
Type: array<FootstepSoundInfo>
footstep sound effect to play per material type
Default value, index 0:
Member
|
Value
|
MaterialType
|
'Stone'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneCue'
|
Default value, index 1:
Member
|
Value
|
MaterialType
|
'Dirt'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtCue'
|
Default value, index 2:
Member
|
Value
|
MaterialType
|
'Energy'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyCue'
|
Default value, index 3:
Member
|
Value
|
MaterialType
|
'Flesh_Human'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshCue'
|
Default value, index 4:
Member
|
Value
|
MaterialType
|
'Foliage'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageCue'
|
Default value, index 5:
Member
|
Value
|
MaterialType
|
'Glass'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateCue'
|
Default value, index 6:
Member
|
Value
|
MaterialType
|
'Water'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue'
|
Default value, index 7:
Member
|
Value
|
MaterialType
|
'ShallowWater'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowCue'
|
Default value, index 8:
Member
|
Value
|
MaterialType
|
'Metal'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalCue'
|
Default value, index 9:
Member
|
Value
|
MaterialType
|
'Snow'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowCue'
|
Default value, index 10:
Member
|
Value
|
MaterialType
|
'Wood'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodCue'
|
GaspSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_MGasp_Cue'
GibSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_DeathInstant_Cue'
HitSounds
Type: SoundCue
Array size: 3
Default value, index 0: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_PainSmall_Cue'
Default value, index 1: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_PainMedium_Cue'
Default value, index 2: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_PainLarge_Cue'
InstagibSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_InstaGib_Cue'
JumpingSounds
Type: array<FootstepSoundInfo>
Default value, index 0:
Member
|
Value
|
MaterialType
|
'Stone'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneJumpCue'
|
Default value, index 1:
Member
|
Value
|
MaterialType
|
'Dirt'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue'
|
Default value, index 2:
Member
|
Value
|
MaterialType
|
'Energy'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyJumpCue'
|
Default value, index 3:
Member
|
Value
|
MaterialType
|
'Flesh_Human'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshJumpCue'
|
Default value, index 4:
Member
|
Value
|
MaterialType
|
'Foliage'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageJumpCue'
|
Default value, index 5:
Member
|
Value
|
MaterialType
|
'Glass'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateJumpCue'
|
Default value, index 6:
Member
|
Value
|
MaterialType
|
'GlassBroken'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenJumpCue'
|
Default value, index 7:
Member
|
Value
|
MaterialType
|
'Grass'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassJumpCue'
|
Default value, index 8:
Member
|
Value
|
MaterialType
|
'Metal'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue'
|
Default value, index 9:
Member
|
Value
|
MaterialType
|
'Mud'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudJumpCue'
|
Default value, index 10:
Member
|
Value
|
MaterialType
|
'Metal'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue'
|
Default value, index 11:
Member
|
Value
|
MaterialType
|
'Snow'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowJumpCue'
|
Default value, index 12:
Member
|
Value
|
MaterialType
|
'Tile'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileJumpCue'
|
Default value, index 13:
Member
|
Value
|
MaterialType
|
'Water'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepJumpCue'
|
Default value, index 14:
Member
|
Value
|
MaterialType
|
'ShallowWater'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowJumpCue'
|
Default value, index 15:
Member
|
Value
|
MaterialType
|
'Wood'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodJumpCue'
|
LandingSounds
Type: array<FootstepSoundInfo>
Default value, index 0:
Member
|
Value
|
MaterialType
|
'Stone'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneLandCue'
|
Default value, index 1:
Member
|
Value
|
MaterialType
|
'Dirt'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue'
|
Default value, index 2:
Member
|
Value
|
MaterialType
|
'Energy'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyLandCue'
|
Default value, index 3:
Member
|
Value
|
MaterialType
|
'Flesh_Human'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshLandCue'
|
Default value, index 4:
Member
|
Value
|
MaterialType
|
'Foliage'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageLandCue'
|
Default value, index 5:
Member
|
Value
|
MaterialType
|
'Glass'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateLandCue'
|
Default value, index 6:
Member
|
Value
|
MaterialType
|
'GlassBroken'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenLandCue'
|
Default value, index 7:
Member
|
Value
|
MaterialType
|
'Grass'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassLandCue'
|
Default value, index 8:
Member
|
Value
|
MaterialType
|
'Metal'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue'
|
Default value, index 9:
Member
|
Value
|
MaterialType
|
'Mud'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudLandCue'
|
Default value, index 10:
Member
|
Value
|
MaterialType
|
'Metal'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue'
|
Default value, index 11:
Member
|
Value
|
MaterialType
|
'Snow'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowLandCue'
|
Default value, index 12:
Member
|
Value
|
MaterialType
|
'Tile'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileLandCue'
|
Default value, index 13:
Member
|
Value
|
MaterialType
|
'Water'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue'
|
Default value, index 14:
Member
|
Value
|
MaterialType
|
'ShallowWater'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowLandCue'
|
Default value, index 15:
Member
|
Value
|
MaterialType
|
'Wood'
|
Sound
|
SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodLandCue'
|
LandSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_LandLight_Cue'
Structs
- name MaterialType
- SoundCue Sound
Static functions
static function
SoundCue GetFootstepSound (
int FootDown,
name MaterialType)
GetJumpSound
GetLandSound
PlayBodyExplosion
static function
PlayBodyExplosion (
Pawn P)
PlayBulletImpact
static function
PlayBulletImpact (
Pawn P)
PlayCrushedSound
static function
PlayCrushedSound (
Pawn P)
PlayDodgeSound
static function
PlayDodgeSound (
Pawn P)
PlayDoubleJumpSound
static function
PlayDoubleJumpSound (
Pawn P)
PlayDrownSound
static function
PlayDrownSound (
Pawn P)
PlayDyingSound
static function
PlayDyingSound (
Pawn P)
PlayFallingDamageLandSound
static function
PlayFallingDamageLandSound (
Pawn P)
PlayGaspSound
static function
PlayGaspSound (
Pawn P)
PlayGibSound
static function
PlayGibSound (
Pawn P)
PlayInstagibSound
static function
PlayInstagibSound (
Pawn P)
PlayJumpSound
static function
PlayJumpSound (
Pawn P)
PlayLandSound
static function
PlayLandSound (
Pawn P)
PlayTakeHitSound
static function
PlayTakeHitSound (
Pawn P,
int Damage)
play sound when taking a hit
this sound should be played replicated