Legacy:DynamicAmbientSound: Difference between revisions
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{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Keypoint (UT)|KeyPoint (UT)]] >> DynamicAmbientSound (Package: UnrealShare)}} | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Keypoint (UT)|KeyPoint (UT)]] >> DynamicAmbientSound (Package: UnrealShare)}} | ||
== | == Basic == | ||
Dynamic ambient sounds are used to create one-shot randomized sound effects such as bird calls/thunder/machine sounds. You can assign up to 16 different sounds and specify the maxiumum and minimum time between sounds being played. The engine randomly chooses a time between these values and plays one of the sounds at random. You can also tell it not to play the same sounds twice in a row. Unfortunately you cannot alter the radius or volume of the sound. | |||
== Properties == | |||
=== DynamicAmbientSound === | |||
;bDontRepeat: Never play two of the same sound in a row. | |||
;bInitiallyOn: Initial state. | |||
;maxReCheckTime: Try to restart the sound after (max amount). | |||
;minReCheckTime: Try to restart the sound after (min amount). | |||
;playProbability: The chance of the sound effect playing (a number between 0 and 1). | |||
;Sounds[16]: What to play. Must be at least one sound. The first empty entry terminates the list - in other words, any sound given after ''None'' will never be played. | |||
== | == Events == | ||
=== Event === | |||
No Event is generated. | |||
Revision as of 23:41, 28 January 2015
Basic
Dynamic ambient sounds are used to create one-shot randomized sound effects such as bird calls/thunder/machine sounds. You can assign up to 16 different sounds and specify the maxiumum and minimum time between sounds being played. The engine randomly chooses a time between these values and plays one of the sounds at random. You can also tell it not to play the same sounds twice in a row. Unfortunately you cannot alter the radius or volume of the sound.
Properties
DynamicAmbientSound
- bDontRepeat
- Never play two of the same sound in a row.
- bInitiallyOn
- Initial state.
- maxReCheckTime
- Try to restart the sound after (max amount).
- minReCheckTime
- Try to restart the sound after (min amount).
- playProbability
- The chance of the sound effect playing (a number between 0 and 1).
- Sounds[16]
- What to play. Must be at least one sound. The first empty entry terminates the list - in other words, any sound given after None will never be played.
Events
Event
No Event is generated.