Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.SoundNodeWave


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
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */
 
/** 
 * Sound node that contains sample data
 */
class SoundNodeWave extends SoundNode
    PerObjectConfig
    native( SoundNode )
    hidecategories( Object )
    editinlinenew;

enum EDecompressionType
{
    DTYPE_Setup,
    DTYPE_Invalid,
    DTYPE_Preview,
    DTYPE_Native,
    DTYPE_RealTime
};

enum ETTSSpeaker
{
    TTSSPEAKER_Paul,
    TTSSPEAKER_Harry,
    TTSSPEAKER_Frank,
    TTSSPEAKER_Dennis,
    TTSSPEAKER_Kit,
    TTSSPEAKER_Betty,
    TTSSPEAKER_Ursula,
    TTSSPEAKER_Rita,
    TTSSPEAKER_Wendy,
};

/** Platform agnostic compression quality. 1..100 with 1 being best compression and 100 being best quality */
var(Compression)        int                             CompressionQuality<Tooltip=1 smallest size, 100 is best quality>;
/** If set, forces wave data to be decompressed during playback instead of upfront on platforms that have a choice. */
var(Compression)        bool                            bForceRealtimeDecompression;

/** Whether to free the resource data after it has been uploaded to the hardware */
var     transient const bool                            bDynamicResource;
/** Whether to free this resource after it has played - designed for TTS of log */
var     transient const bool                            bOneTimeUse;

/** Set to true to speak SpokenText using TTS */
var(TTS)    bool                                        bUseTTS;
/** Speaker to use for TTS */
var(TTS)    ETTSSpeaker                                 TTSSpeaker;
/** A localized version of the text that is actually spoken in the audio. */
var(TTS)    localized string                            SpokenText<ToolTip=The phonetic version of the dialog>;

/** Playback volume of sound 0 to 1 */
var(Info)   editconst const float                       Volume;
/** Playback pitch for sound 0.5 to 2.0 */
var(Info)   editconst const float                       Pitch;
/** Duration of sound in seconds. */
var(Info)   editconst const float                       Duration;
/** Number of channels of multichannel data; 1 or 2 for regular mono and stereo files */
var(Info)   editconst const int                         NumChannels;
/** Cached sample rate for displaying in the tools */
var(Info)   editconst const int                         SampleRate;

/** Cached sample data size for tracking stats */
var            const int                                SampleDataSize;
/** Offsets into the bulk data for the source wav data */
var            const    array<int>                      ChannelOffsets;
/** Sizes of the bulk data for the source wav data */
var            const    array<int>                      ChannelSizes;
/** Uncompressed wav data 16 bit in mono or stereo - stereo not allowed for multichannel data */
var     native const    UntypedBulkData_Mirror          RawData{FByteBulkData};
/** Pointer to 16 bit PCM data - used to preview sounds */
var     native const    pointer                         RawPCMData{SWORD};

/** Type of buffer this wave uses. Set once on load */
var     transient const EDecompressionType              DecompressionType;
/** Async worker that decompresses the vorbis data on a different thread */
var     native const pointer                            VorbisDecompressor{FAsyncVorbisDecompress};
/** Where the compressed vorbis data is decompressed to */
var     transient const array<byte>                     PCMData;

/** Cached ogg vorbis data. */
var     native const    UntypedBulkData_Mirror          CompressedPCData{FByteBulkData};
/** Cached cooked Xbox 360 data to speed up iteration times. */
var     native const    UntypedBulkData_Mirror          CompressedXbox360Data{FByteBulkData};
/** Cached cooked PS3 data to speed up iteration times. */
var     native const    UntypedBulkData_Mirror          CompressedPS3Data{FByteBulkData};

/** Resource index to cross reference with buffers */
var     transient const int                             ResourceID;
/** Size of resource copied from the bulk data */
var     transient const int                             ResourceSize;
/** Memory containing the data copied from the compressed bulk data */
var     native const pointer                            ResourceData{void};

/**
 * A line of subtitle text and the time at which it should be displayed.
 */
struct native SubtitleCue
{
    /** The text too appear in the subtitle. */
    var() localized string  Text;

    /** The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line. */
    var() localized float   Time;
};

/**
 * Subtitle cues.  If empty, use SpokenText as the subtitle.  Will often be empty,
 * as the contents of the subtitle is commonly identical to what is spoken.
 */
var(Subtitles) localized array<SubtitleCue>             Subtitles;

/** Provides contextual information for the sound to the translator. */
var(Subtitles) localized string                         Comment<ToolTip=Contextual information for the sound to the translator>;

var(Subtitles)           bool                           bAlwaysLocalise<ToolTip=Localise this sound even if there are no subtitles>;

/** TRUE if this sound is considered mature. */
var(Subtitles) localized bool                           bMature<ToolTip=For marking any adult language>;

/** TRUE if the subtitles have been split manually. */
var(Subtitles) localized bool                           bManualWordWrap<ToolTip=Disable automatic generation of line breaks>;


// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

defaultproperties
{
   CompressionQuality=40
   Volume=0.750000
   Pitch=1.000000
   Name="Default__SoundNodeWave"
   ObjectArchetype=SoundNode'Engine.Default__SoundNode'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Thu 22/11/2007 16:03:34.000 - Creation time: Mon 26/11/2007 17:41:55.750 - Created with UnCodeX