Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# IGSoundEffectsSubsystem.SoundSet

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
00045
00046
00047
00048
00049
00050
00051
00052

    class SoundSet extends Core.Object
    	native;

    //=============================================================================
    //  SoundSet.
    //
    //  A SoundSet is a group of related sounds (usually variations of the same sound),
    //  any of which can be marked as 'Available' for use or 'Used' (not available).
    //  A sound is chosen randomly for the list of available sounds.  It maintains a
    //  list of SoundRefs that handle the actual sound specific data like the
    //  USound object or the streaming sound data.
    //
    //==============================================================================

    import class Engine.Sound;

    enum ESoundStatus
    {
        SS_Available,
        SS_Used
    };

    // Variables
    var private array<SoundRef>		            AllSounds;              // List of SoundRefs in this soundset
    var private array<ESoundStatus>	            StatusArray;            // List of Statuses that refer the AllSounds array
    var private SoundRef               			LastSoundUsed;          // Last valid sound that this soundset chose

    // Public UnrealScript Interface
    native final function AddSoundRef (SoundRef inRef);

    // Native c++ .h interface
    cpptext
    {
        // Returns true if there are no available sounds to play
        UBOOL IsAvailableEmpty();
        // Free up the soundref to be picked
        void  MakeSoundAvailable (class USoundRef* inSoundRef);
        // Make all sounds used, so this SoundSet will no longer return sounds
        void MakeNoSoundsAvailable ();
        // Free up all sounds to be picked
        void  MakeAllSoundsAvailable();
        // Pick a random sound from the available list of sounds
        class USoundRef* PickRandomSound (class USoundRef* inExcludedSoundRef = NULL);
        // Use up a sound
        void  UseSound (class USoundRef* inSoundRef);

        // Add sounds to the set...
        void  AddSound (USound* inSound);
        void  AddStream (FString inStream);
        void  AddSoundRef (class USoundRef* inRef);

    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 16:02:12.000 - Creation time: st 23.5.2018 00:10:47.194 - Created with UnCodeX