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//============================================================================= // Ambient sound -- Extended to support random interval sound emitters (gam). // Copyright 2001 Digital Extremes - All Rights Reserved. // Confidential. //============================================================================= class AmbientSound extends Keypoint native exportstructs hidecategories(Movement,Collision,Lighting,LightColor,Karma,Force,Wind); cpptext { virtual void PostBeginPlay(); virtual UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType ); } #exec Texture Import File=Textures\Ambient.pcx Name=S_Ambient Mips=Off MASKED=1 // Sound will trigger every EmitInterval +/- Rand(EmitVariance) seconds. struct SoundEmitter { var() float EmitInterval; var() float EmitVariance; var transient float EmitTime; var() Sound EmitSound; // Manually re-order because Dan turned off property sorting and broke binary compatibility. }; var(Sound) Array<SoundEmitter> SoundEmitters; var globalconfig float AmbientVolume; // ambient volume multiplier (scaling) defaultproperties { Texture=S_Ambient AmbientVolume=+0.3 SoundRadius=100 SoundVolume=100 SoundPitch=64 RemoteRole=ROLE_None bStatic=false bNoDelete=true bNotOnDedServer=true bFullVolume=false } |
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