G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FGameplayCueNotify_SoundInfo Struct Reference

FGameplayCueNotify_SoundInfo. More...

Public Member Functions

Functions
bool GetbOverrideSpawnCondition () const
 If enabled, use the spawn condition override and not the default one.
void SetbOverrideSpawnCondition (bool Value)
 If enabled, use the spawn condition override and not the default one.
bool GetbOverridePlacementInfo () const
 If enabled, use the placement info override and not the default one.
void SetbOverridePlacementInfo (bool Value)
 If enabled, use the placement info override and not the default one.
bool GetbUseSoundParameterInterface () const
 If enabled, use the placement info override and not the default one.
void SetbUseSoundParameterInterface (bool Value)
 If enabled, use the placement info override and not the default one.
FGameplayCueNotify_SoundInfo & opAssign (FGameplayCueNotify_SoundInfo Other)

Public Attributes

GameplayCueNotify
float32 LoopingFadeVolumeLevel
 The volume level you want the sound to fade out to over the 'Looping Fade Out Duration' before stopping. This value is irrelevant if the 'Looping Fade Out Duration' is zero. NOTE: If the fade out duration is positive and this value is not lower than the volume the sound is playing at, the sound will never stop!
FGameplayCueNotify_PlacementInfo PlacementInfoOverride
 Defines how the sound will be placed.
USoundBase Sound
 Sound to play.
float32 LoopingFadeOutDuration
 How long it should take to fade out. Only used on looping gameplay cues.
FGameplayCueNotify_SpawnCondition SpawnConditionOverride
 Condition to check before playing the sound.
FGameplayCueNotify_SoundParameterInterfaceInfo SoundParameterInterfaceInfo
 Defines how to interface with the sound.
Variables
bool bOverridePlacementInfo
bool bUseSoundParameterInterface
bool bOverrideSpawnCondition

Detailed Description

FGameplayCueNotify_SoundInfo.

Properties that specify how to play a sound effect.

Member Function Documentation

◆ GetbOverridePlacementInfo()

bool GetbOverridePlacementInfo ( ) const

If enabled, use the placement info override and not the default one.

◆ GetbOverrideSpawnCondition()

bool GetbOverrideSpawnCondition ( ) const

If enabled, use the spawn condition override and not the default one.

◆ GetbUseSoundParameterInterface()

bool GetbUseSoundParameterInterface ( ) const

If enabled, use the placement info override and not the default one.

◆ opAssign()

◆ SetbOverridePlacementInfo()

void SetbOverridePlacementInfo ( bool Value)

If enabled, use the placement info override and not the default one.

◆ SetbOverrideSpawnCondition()

void SetbOverrideSpawnCondition ( bool Value)

If enabled, use the spawn condition override and not the default one.

◆ SetbUseSoundParameterInterface()

void SetbUseSoundParameterInterface ( bool Value)

If enabled, use the placement info override and not the default one.

Member Data Documentation

◆ bOverridePlacementInfo

bool bOverridePlacementInfo

◆ bOverrideSpawnCondition

bool bOverrideSpawnCondition

◆ bUseSoundParameterInterface

bool bUseSoundParameterInterface

◆ LoopingFadeOutDuration

float32 LoopingFadeOutDuration

How long it should take to fade out. Only used on looping gameplay cues.

◆ LoopingFadeVolumeLevel

float32 LoopingFadeVolumeLevel

The volume level you want the sound to fade out to over the 'Looping Fade Out Duration' before stopping. This value is irrelevant if the 'Looping Fade Out Duration' is zero. NOTE: If the fade out duration is positive and this value is not lower than the volume the sound is playing at, the sound will never stop!

◆ PlacementInfoOverride

FGameplayCueNotify_PlacementInfo PlacementInfoOverride

Defines how the sound will be placed.

◆ Sound

USoundBase Sound

Sound to play.

◆ SoundParameterInterfaceInfo

Defines how to interface with the sound.

◆ SpawnConditionOverride

FGameplayCueNotify_SpawnCondition SpawnConditionOverride

Condition to check before playing the sound.