| Display |
| Texture |
Displayed icon texture.
Import the DG-K-AmbientVoice texture and assign it here. |
| Voice |
| IntervalMax |
The maximum interval
between when the sound is repeated, in seconds.
An IntervalMax/Min of 0/0 is no interval between sounds played.
This value must be greater than IntervalMin. |
| IntervalMin |
The minimum interval
between when the sound is repeated, in seconds.
An IntervalMax/Min of 0/0 is no interval between sounds played.
This value must be less than IntervalMax. |
| PitchMultMax |
Sound pitch multiplier
maximum.
Range is 0 to 2.
1 is normal pitch, 0.5 is one octave down, 2.0 is one octave up.
Value must be greater than PitchMultMin.
The sound is randomly played at the pitch between PitchMultMin and PitchMultMax.
Common settings are Min=0.8, Max=1.2 for randomness. |
| PitchMultMin |
Sound pitch multiplier
minimum.
Range is 0 to 2.
1 is normal pitch, 0.5 is one octave down, 2.0 is one octave up.
Value must be less than PitchMultMax.
The sound is randomly played at the pitch between PitchMultMin and PitchMultMax.
Common settings are Min=0.8, Max=1.2 for randomness. |
| VolumeMultMax |
Sound volume multiplier
maximum.
Range is 0 to 2.
1 is normal volume.
Value must be greater than VolumeMultMin.
The sound is randomly played at the volume between VolumeMultMin and VolumeMultMax.
Common settings are Min=1, Max=1.5 for randomness. |
| VolumeMultMin |
Sound volume multiplier
minimum.
Range is 0 to 2.
1 is normal volume.
Value must be less than VolumeMultMax.
The sound is randomly played at the volume between VolumeMultMin and VolumeMultMax.
Common settings are Min=1, Max=1.5 for randomness. |
| VolumeRadius |
Sound radius.
This is in standard Unreal Units with falloff.
Set it similar to what you would set an AmbientSound actor.
128 would be a small area, 2048 would be a large area. |
| VolumeRadiusLinked |
Links the radius to the
volume, louder volumes have a larger radius. |
| WaveformRandom |
If this is False and more
than one waveform is assigned, the sounds will play back sequentially in looping order.
If this is True and more than one waveform is assigned, the sounds will randomly be chosen
for play. |
| Waveforms[] |
Sound waveform(s) to play.
Select the desired sounds in the Sounds browser and assign them here.
Up to eight different waveforms may be assigned, numbered 0 to 7. |
| VoiceDistribution |
| DistRadius |
Specifies the radius for
where the source of the sound playback occurs.
The actor will randomly move to a location within the specified type and radius for each
new sound play event. |
| DistributionType |
Point: the sound is
always played at the location where the actor is inserted.
RingXY: the sound actor is randomly moved to a location around the circumference of
an imaginary ring, whose radius is specified in DistRadius.
RadiusXY: the sound actor is randomly moved to a location anywhere within the area
of a circle, whose radius is specified in DistRadius.
Volumetric_Sphere: the sound actor is randomly moved to a location anywhere within
the volume of a sphere, whose radius is specified in DistRadius.
Volumetric_UpperHemisphere: the sound actor is randomly moved to a location anywhere
within the volume of an upward hemisphere, whose radius is specified in DistRadius.
Volumetric_LowerHemisphere: the sound actor is randomly moved to a location anywhere
within the volume of a lower hemisphere, whose radius is specified in DistRadius. |
| VoiceMotion |
| DirectionType |
CustomFixed: the
actor uses the bDirectional red arrow direction to determine its motion vector.
RandomXY: the actor chooses a new random vector in the XY direction for movement.
RandomXYZ: the actor chooses a new random vector in the XYZ direction for movement.
RandomUpwards: the actor chooses a new random vector in the positive Z direction for
movement.
RandomDownwards: the actor chooses a new random vector in the negative Z direction
for movement. |
| WaveformMoving |
False: the actor is
fixed and not moving.
True: the actor is moving. |
| WaveformVelMax |
Waveform motion velocity
maximum.
This is in Unreal Units per tick.
Value must be greater than WaveformVelMin.
A good range of values to try is from 0.1 to 1.0. |
| WaveformVelMin |
Waveform motion velocity
minimum.
This is in Unreal Units per tick.
Value must be less than WaveformVelMax.
A good range of values to try is from 0.1 to 1.0. |