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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); } |
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