UE3:UTMapMusicInfo (UDK)

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UDK Object >> UTMapMusicInfo
Package:
UTGame
This class in other games:


Properties

Property group 'UTMapMusicInfo'

MapMusic

Type: MusicForAMap

This is the music for the map. Content folk will pick from the various sets of music that exist and then specify the music the map should have.

Default value:

Member Value
Action
Member Value
CrossfadeToMeNumMeasuresDuration 1
Ambient
Member Value
CrossfadeToMeNumMeasuresDuration 1
Intro
Member Value
CrossfadeToMeNumMeasuresDuration 1
Suspense
Member Value
CrossfadeToMeNumMeasuresDuration 1
Tension
Member Value
CrossfadeToMeNumMeasuresDuration 1
Victory
Member Value
CrossfadeToMeNumMeasuresDuration 1

MapStingers

Type: StingersForAMap

These are the stingers for the map *

Enums

ECrossfadeType

CFT_BeginningOfMeasure
CFT_EndOfMeasure

Structs

MusicForAMap

Modifiers: native

float Tempo
Default Tempo in Beats per Minute. *
MusicSegment Action
MusicSegment Ambient
MusicSegment Intro
MusicSegment Suspense
MusicSegment Tension
MusicSegment Victory

MusicSegment

Modifiers: native

float TempoOverride
Tempo in Beats per Minute. This allows for the specific segement to have a different BPM *
ECrossfadeType CrossfadeRule
crossfading always begins at the beginning of the measure *
int CrossfadeToMeNumMeasuresDuration
How many measures it takes to crossfade to this MusicSegment

(e.g. No matter which MusicSegement we are currently in when we crossfade to this one we will fade over this many measures.

SoundCue TheCue

Default values:

Property Value
CrossfadeRule CFT_BeginningOfMeasure
CrossfadeToMeNumMeasuresDuration 1

StingersForAMap

Modifiers: native

SoundCue Died
SoundCue DoubleKill
SoundCue EnemyGrabFlag
SoundCue FirstKillingSpree
SoundCue FlagReturned
SoundCue GrabFlag
SoundCue Kill
SoundCue LongKillingSpree
SoundCue MajorKill
SoundCue MonsterKill
SoundCue MultiKill
SoundCue ReturnFlag
SoundCue ScoreLosing
SoundCue ScoreTie
SoundCue ScoreWinning