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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| bool | GetbIsMusic () const |
| Whether or not this is music (propagates to child classes only if parent is true). | |
| bool | GetbApplyEffects () const |
| Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds. | |
| void | SetbApplyEffects (bool Value) |
| Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds. | |
| bool | GetbAlwaysPlay () const |
| Whether to inflate referencing sound's priority to always play. | |
| void | SetbAlwaysPlay (bool Value) |
| Whether to inflate referencing sound's priority to always play. | |
| bool | GetbIsUISound () const |
| Whether or not this sound plays when the game is paused in the UI. | |
| void | SetbIsUISound (bool Value) |
| Whether or not this sound plays when the game is paused in the UI. | |
| FSoundClassProperties & | opAssign (FSoundClassProperties Other) |
| void | SetbIsMusic (bool Value) |
| Whether or not this is music (propagates to child classes only if parent is true). | |
| bool | GetbCenterChannelOnly () const |
| Whether or not this sound class forces sounds to the center channel. | |
| void | SetbCenterChannelOnly (bool Value) |
| Whether or not this sound class forces sounds to the center channel. | |
| bool | GetbApplyAmbientVolumes () const |
| Whether the Interior/Exterior volume and LPF modifiers should be applied. | |
| void | SetbApplyAmbientVolumes (bool Value) |
| Whether the Interior/Exterior volume and LPF modifiers should be applied. | |
| bool | GetbReverb () const |
| Whether or not sounds referencing this class send to the reverb submix. | |
| void | SetbReverb (bool Value) |
| Whether or not sounds referencing this class send to the reverb submix. | |
Public Attributes | |
General | |
| float32 | Pitch |
| Pitch multiplier. | |
| float32 | LowPassFilterFrequency |
| Lowpass filter cutoff frequency. | |
| float32 | AttenuationDistanceScale |
| Scales the distance measurement used by the audio engine when determining distance-based attenuation. E.g., a sound 1000 units away with an AttenuationDistanceScale of .5 will be attenuated as if it is 500 units away from the listener. Allows adjusting attenuation settings dynamically. | |
| float32 | Volume |
| Volume multiplier. | |
Legacy | |
| EAudioOutputTarget | OutputTarget |
| Which output target the sound should be played through. | |
| float32 | RadioFilterVolume |
| Volume of the radio filter effect. | |
| float32 | RadioFilterVolumeThreshold |
| Volume at which the radio filter kicks in. | |
Loading | |
| FPerPlatformFloat | SizeOfFirstAudioChunkInSeconds |
| How much audio to add to First Audio Chunk (in seconds). | |
| ESoundWaveLoadingBehavior | LoadingBehavior |
| Specifies how and when compressed audio data is loaded for asset if stream caching is enabled. | |
Modulation | |
| FSoundModulationDefaultSettings | ModulationSettings |
| Default modulation settings for sounds directly referencing this class. | |
Routing | |
| float32 | LFEBleed |
| The amount of a sound to bleed to the LFE channel. | |
| float32 | VoiceCenterChannelVolume |
| The amount to send to center channel (does not propagate to child classes). | |
Submix | |
| float32 | Default2DReverbSendAmount |
| Send amount to master reverb effect for referencing unattenuated (2D) sounds. | |
| USoundSubmix | DefaultSubmix |
| Default output submix of referencing sounds. If unset, falls back to the 'Master Submix' as set in the 'Audio' category of Project Settings. (Unavailable if legacy 'Output to Master EQ Submix' is set). | |
Variables | |
| bool | bAlwaysPlay |
| bool | bIsUISound |
| bool | bIsMusic |
| bool | bCenterChannelOnly |
| bool | bApplyAmbientVolumes |
| bool | bReverb |
| bool | bApplyEffects |
| bool GetbAlwaysPlay | ( | ) | const |
Whether to inflate referencing sound's priority to always play.
| bool GetbApplyAmbientVolumes | ( | ) | const |
Whether the Interior/Exterior volume and LPF modifiers should be applied.
| bool GetbApplyEffects | ( | ) | const |
Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.
| bool GetbCenterChannelOnly | ( | ) | const |
Whether or not this sound class forces sounds to the center channel.
| bool GetbIsMusic | ( | ) | const |
Whether or not this is music (propagates to child classes only if parent is true).
| bool GetbIsUISound | ( | ) | const |
Whether or not this sound plays when the game is paused in the UI.
| bool GetbReverb | ( | ) | const |
Whether or not sounds referencing this class send to the reverb submix.
| FSoundClassProperties & opAssign | ( | FSoundClassProperties | Other | ) |
| void SetbAlwaysPlay | ( | bool | Value | ) |
Whether to inflate referencing sound's priority to always play.
| void SetbApplyAmbientVolumes | ( | bool | Value | ) |
Whether the Interior/Exterior volume and LPF modifiers should be applied.
| void SetbApplyEffects | ( | bool | Value | ) |
Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.
| void SetbCenterChannelOnly | ( | bool | Value | ) |
Whether or not this sound class forces sounds to the center channel.
| void SetbIsMusic | ( | bool | Value | ) |
Whether or not this is music (propagates to child classes only if parent is true).
| void SetbIsUISound | ( | bool | Value | ) |
Whether or not this sound plays when the game is paused in the UI.
| void SetbReverb | ( | bool | Value | ) |
Whether or not sounds referencing this class send to the reverb submix.
| float32 AttenuationDistanceScale |
Scales the distance measurement used by the audio engine when determining distance-based attenuation. E.g., a sound 1000 units away with an AttenuationDistanceScale of .5 will be attenuated as if it is 500 units away from the listener. Allows adjusting attenuation settings dynamically.
| bool bAlwaysPlay |
| bool bApplyAmbientVolumes |
| bool bApplyEffects |
| bool bCenterChannelOnly |
| bool bIsMusic |
| bool bIsUISound |
| bool bReverb |
| float32 Default2DReverbSendAmount |
Send amount to master reverb effect for referencing unattenuated (2D) sounds.
| USoundSubmix DefaultSubmix |
Default output submix of referencing sounds. If unset, falls back to the 'Master Submix' as set in the 'Audio' category of Project Settings. (Unavailable if legacy 'Output to Master EQ Submix' is set).
| float32 LFEBleed |
The amount of a sound to bleed to the LFE channel.
| ESoundWaveLoadingBehavior LoadingBehavior |
Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.
| float32 LowPassFilterFrequency |
Lowpass filter cutoff frequency.
| FSoundModulationDefaultSettings ModulationSettings |
Default modulation settings for sounds directly referencing this class.
| EAudioOutputTarget OutputTarget |
Which output target the sound should be played through.
| float32 Pitch |
Pitch multiplier.
| float32 RadioFilterVolume |
Volume of the radio filter effect.
| float32 RadioFilterVolumeThreshold |
Volume at which the radio filter kicks in.
| FPerPlatformFloat SizeOfFirstAudioChunkInSeconds |
How much audio to add to First Audio Chunk (in seconds).
| float32 VoiceCenterChannelVolume |
The amount to send to center channel (does not propagate to child classes).
| float32 Volume |
Volume multiplier.