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# IGSoundEffectsSubsystem.SoundInstance

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    class SoundInstance extends Engine.Actor
        native;

    // =============================================================================
    //  SoundInstance
    //
    //  A SoundInstance is created when a schema starts to play, and is destroyed when
    //  the schema stops playing. This means that even if the sound is set to loop with
    //  a 3 second delay (for example), the instance will be around until the sound is
    //  told to stop, even during the pauses when there is nothing coming from the speakers.
    //  SoundInstances themselves don't know how to play a sound, that functionality is
    //  encapsulated by whatever SoundRef object this instance refers to.
    //
    // ==============================================================================

    // Note, const here means that these values can not be modified in unrealscript, only in c++
    var transient const IEffectObserver             Observer;             // Class which can recieve callbacks based on EffectState
    var transient const SoundEffectsSubsystem       Manager;              // A reference to the SoundEffectsSubsystem usefull for things like playing sounds.
    var transient const SoundRef					ActualSound;          // The sound that is currently being controlled by this instance
    var const Name									SchemaName;           // The name of the SoundEffectsSpecification that this is an instance of

    // Source management
    var transient const Actor                       Source;               // The source actor that this Instance is being played on.
    var transient const Vector                      SavedSourceLocation;  // The last known location of the source actor, in case it's been destroyed

    // Timing variables
    var const float                       StartTime;            // When this Instance should get started
    var const float                       EndTime;              // When this Instance should get stopped
    var const float                       NextPlayTime;         // NextPlayTime controls when to start after a delay in a loop
    var const float                       NextStopTime;         // The next time that this sound is set to stop playing, for non-native loops
    var const float                       Delay;                // The delay before the sound plays the first time
    var const int                         CurrentLoopCount;     // How many times this instance has looped
    var const Range                       LoopRange;            // Used to calculate delay between non-seamless loop samples
    var const float                       FadeInTime;           // How long it takes for this sound to fade it's volume in
    var const float                       FadeOutTime;          // ... and out.
    // Controllable variables at runtime
    var float                             Pitch;                // The current pitch of this soundinstance, can be modified at runtime
    var float                             Volume;               // The current volume of this sound, can be changed dynamically

    // Distance based variables
    var const float                       OuterRadius;          // Controls when sounds become too distant to hear.
    var const float                       InnerRadius;          // Controls when sounds become too close to hear...

    // flag variables
    var const bool                        Retriggerable;        // True if the sound retriggers itself when already playing on the same actor
    var const bool		                  Paused;               // True if the instance is paused
    var const bool		                  Muted;                // True if the instance is muted, or too far away to hear but still playing
    var const bool                        Local;                // True if this sound plays without 2d attenuation
    var const bool                        IsEndPredictable;     // True if this sound either plays once, or plays a known amount of times
    var const bool                        IsMonoloop;           // True if this sound is a monophonic loop
    var const bool                        IsPolyloop;           // True if this sound is a polyphonic loop
    var const bool                        IsSeamlessLoop;       // True if this sound loops without delays

    var const float                       AISoundRadius;
    var const name                        SoundCategory;

    // misc...
    var const int                         Monophonic;           // SoundInstances with this value will cut out others with the same value
    var const int                         MonophonicPriority;   // Modifies the above so a sound will cut off only if it's priority is greater than or equal
    var const int                         Priority;             // What priority this sound should be played it.
    var const bool                        MonophonicToClass;    // Will test monophonic settings on a per-class basis and not on a per-instance basis
    var const int                         NativeFlags;          // The flags this sound is played with if applicable

    var const int                         SoundHandle;

    // Note that a sound could be Updating but not playing, but must be Updating to be playing.  This
    // is enforced internally by the SoundInstance
    var const bool                        IsPlaying;             // True if this sound instance is playing.
    var const bool		                  IsUpdating;            // True if this sound instance is updating.

    // Instances are responsible for starting and stopping themselves.  At least as far as the SoundEffectsSubsystem knows
    native final function Play();
    native final function Stop();
    native final function SetObserver(IEffectObserver inObserver);

    native final function SetPitch(float inPitch);
    native final function SetVolume(float inVolume);

    native final function float GetDuration();

    // Conversion to string, mainly used for debugging, and kept in unrealscript for easy editing.
    simulated event String toString()
    {
        local String SourceString;
        local String StringRep;

        SourceString = "{"$Self$", Name="$Source.Name$", Class="$Source.Class.Name$"}";
        StringRep = "[In Use: Source="$SourceString$", Spec="$SchemaName$", Updating="$IsUpdating$", Paused="$Paused$", Muted="$Muted$"]";

        if ( ActualSound == None )
            StringRep = StringRep$"SoundRef is NONE";
        else
        	StringRep = StringRep$" SoundRef Playing is: "$ActualSound.toString();

        return StringRep;
    }

    simulated function OnFinishedInitialized()
    {
        if ( Observer != None )
            Observer.OnEffectInitialized(Self);
    }

    // Native .h exporting...
    cpptext
    {
    private:
        // Returns wether the sound was stopped during the update
        UBOOL   HandleUpdating(FLOAT DeltaTime);
        void    HandleDistanceMuting();

        void    CalculateNextPlayTime(FLOAT inCurrentTime);
        friend class USoundEffectSpecification;

    public:
        virtual UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType );
        void    PlaySound();
        void    StopSound();

        void    MuteSound();
        void    UnMuteSound();

        UBOOL    WantsToLoop();
        FLOAT    GetDuration();

        void    CleanupForDeposit();
    }

    defaultproperties
    {
        bHidden=true
        bStasis=false
        bCollideActors=false
        bCollideWorld=false
        DrawType=DT_None
        RemoteRole=Role_None
        Pitch=1.0
        SoundHandle=-1
        bAlwaysTick=true
        // always tick so we get ticks while the game is paused...
    }

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Class file time: ne 5.9.2004 16:02:12.000 - Creation time: st 23.5.2018 00:10:47.170 - Created with UnCodeX