UE2:ProceduralSound (UT2004)
- Package:
- Engine
- This class in other games:
Wrapper for other Sounds to randomize playback pitch within certain limits. Unlike the properties suggest, volume modification doesn't seem to be applied. Pitch modification is calculated as percentage of original pitch, similar to the following expression:
1.0 + (PitchModification / 100.0) + (FRand() * PitchVariance / 100.0)
Note that wrapping a SoundGroup in a ProceduralSound doesn't seem to work. If you want to randomize the pitch of sounds in a SoundGroup, you will have to create ProceduralSounds for all sounds in the group and list these in the SoundGroup.Sounds array.
Properties
Property group 'Sound'
BaseSound
Type: Sound
The sound to modify.
PitchModification
Type: float
Base pitch modification in percent of original pitch. Typically this value is a negative whole number with half the absolute value of PitchVariance if the modified pitch should be spread around the original pitch, e.g. -5.
PitchVariance
Type: float
Pitch randomization in percent of original pitch. Typically this value is a positive whole number with twice the absolute value of PitchModification if the modified pitch should be spread around the original pitch, e.g. 10.
VolumeModification
Type: float
Unused?
VolumeVariance
Type: float
Unused?
Internal variables
RenderedPitchModification
Type: float
Modifiers: transient
Currently used pitch modification.
RenderedVolumeModification
Type: float
Modifiers: transient
Unused?