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class NormalSoundRef extends SoundRef native; // ============================================================================ // NormalSoundRef // // A NormalSoundRef. Encapsulates a normal usound object. Handles the low // level unreal call to play a sound, and also manages it's own usound object // reference. // ============================================================================ // Reference to the USound object this SoundRef refers to. var Sound Sound; // This is called from C++ so we can call the already established Actor::PlaySound function // which contains custom code for handling ai behavior and such. There's no easy way to call // a native function from C++ that takes parameters, and this allows us to have the best of // both worlds. It's private so only a NormalSoundRef can call it anyways. simulated private event INT PlayMySound(Soundinstance inInstance) { if (Sound != None) return inInstance.Source.PlaySound( Sound, inInstance.Volume / 100.0, false, inInstance.InnerRadius, inInstance.OuterRadius, inInstance.Pitch, inInstance.NativeFlags, inInstance.FadeInTime, !inInstance.Local, inInstance.AISoundRadius, inInstance.SoundCategory); else return -1; // return INVALID_SOUND_INDEX if we have no sound } simulated event string toString() { return "NormalSoundRef playing USound: "$Sound; } cpptext { virtual INT Play(ASoundInstance* inInstance); virtual void Stop(ASoundInstance* inInstance); virtual void Mute(ASoundInstance* inInstance); virtual void UnMute(ASoundInstance* inInstance); virtual FLOAT GetDuration(ASoundInstance* inInstance); virtual void SetPitch(ASoundInstance* inInstance, FLOAT inPitch); virtual void SetVolume(ASoundInstance* inInstance, FLOAT inVolume); } defaultproperties { } |
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