Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 |
//============================================================================= // Ambient sound -- Extended to support random interval sound emitters (gam). // Copyright 2001 Digital Extremes - All Rights Reserved. // Confidential. //============================================================================= class AmbientSound extends Keypoint native exportstructs hidecategories(Movement,Collision,Lighting,LightColor,Karma,Force,Wind); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) #exec Texture Import File=Textures\Ambient.pcx Name=S_Ambient Mips=Off MASKED=1 // Sound will trigger every EmitInterval +/- Rand(EmitVariance) seconds. struct SoundEmitter { var() float EmitInterval; var() float EmitVariance; var transient float EmitTime; var() Sound EmitSound; // Manually re-order because Dan turned off property sorting and broke binary compatibility. }; var(Sound) Array<SoundEmitter> SoundEmitters; var globalconfig float AmbientVolume; // ambient volume multiplier (scaling) defaultproperties { AmbientVolume=0.250000 bStatic=Falsch bNoDelete=Wahr Texture=Texture'Engine.S_Ambient' SoundVolume=100 SoundRadius=100.000000 bNotOnDedServer=Wahr } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |