UE3:SoundNodeAttenuation (UT3)

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UT3 Object >> SoundNode >> SoundNodeAttenuation
Package:
Engine
This class in other games:

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'SoundNodeAttenuation'

bAttenuate

Type: bool


Default value: True

bAttenuateWithLowPassFilter

Type: bool


Default value: True

bSpatialize

Type: bool


Default value: True

dBAttenuationAtMax

Type: float


Default value: -60.0

DistanceModel

Type: SoundDistanceModel


LPFMaxRadius

Type: DistributionFloat.RawDistributionFloat


Default value:

Member Value
Distribution DistributionLPFMaxRadius
LookupTable
  1. 5000.0
  2. 5000.0
  3. 5000.0
  4. 5000.0
  5. 5000.0
  6. 5000.0
LookupTableChunkSize 2
LookupTableNumElements 2
Op 2

LPFMinRadius

Type: DistributionFloat.RawDistributionFloat

This is the point at which to start applying a low pass filter. Prior to this point the sound will be dry.

Default value:

Member Value
Distribution DistributionLPFMinRadius
LookupTable
  1. 1500.0
  2. 1500.0
  3. 1500.0
  4. 1500.0
  5. 1500.0
  6. 1500.0
LookupTableChunkSize 2
LookupTableNumElements 2
Op 2

MaxRadius

Type: DistributionFloat.RawDistributionFloat


Default value:

Member Value
Distribution DistributionMaxRadius
LookupTable
  1. 5000.0
  2. 5000.0
  3. 5000.0
  4. 5000.0
  5. 5000.0
  6. 5000.0
LookupTableChunkSize 2
LookupTableNumElements 2
Op 2

MinRadius

Type: DistributionFloat.RawDistributionFloat

This is the point at which to start attenuating. Prior to this point the sound will be at full volume.

Default value:

Member Value
Distribution DistributionMinRadius
LookupTable
  1. 400.0
  2. 400.0
  3. 400.0
  4. 400.0
  5. 400.0
  6. 400.0
LookupTableChunkSize 2
LookupTableNumElements 2
Op 2

Enums

SoundDistanceModel

ATTENUATION_Linear
ATTENUATION_Logarithmic
ATTENUATION_Inverse
ATTENUATION_LogReverse
ATTENUATION_NaturalSound