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LCS·AVS online Resumé

See our Readme page for information regarding installing and playing our maps, and use of our custom content.





Red Orchestra

David's Maps:

Petros coming soon

Level Design:

Information & Tutorials


Tribes:Vengeance

David's Maps:

MP-Assassinate-DGSP
MP-Mercy-DGSP
MP-Truth-DGSP


Unreal II and XMP

David's Maps:

XMP-DG_Alaska

Level Design:

Meshes
Textures


Unreal Tournament

David's Maps:

DM-DG_Dyscus
DM-DG_Illusion
DM-DG_Io
DM-DG_Octagon
DM-DG_SkyScraper
DM-DG_Vapour

Jason's Maps:

DM-DG_Haunted
DM-DG_Ruins

Level Design:

Custom Scripts
Custom Sounds
Custom Textures



The Team

David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer

Jason 'FRaK' Dudley - tester
See the map Readme for other testers


Contact

You can email us at
dgunreal@lilchips.com

 

Unreal Tournament 2004 Level Design - Emitter Actor


Actor Classes - Actor - *Emitter (Sound property group only)

This reference provides information only for the Sound properties group of the Emitter class.
For complete information on the Emitter actor, see the Unreal Developer Network.

Adding the Actor

Select the actor class in the browser, go to your map [T]op view and right-click at the desired map location, and choose "Add Emitter here" from the popup menu.
Make sure that the editor's grid settings are at least 16 or smaller, otherwise the actor may not place in the map or it may place in an odd location.

Notes

The Emitter actor supports a flexible and powerful sound generation system that can create sounds for when an emitter particle is spawned and for when a particle collides with the map world.

The Emitter's Sounds are audible within the Unreal Editor by choosing the RealTime Preview.

Emitter Sound guidelines

Sounds can be played for both particle spawning and particle collision.  These sounds can be the same set or a completely different set of sounds.  To play a different set of sounds for spawning and collision, simply specify a different range of indexes in the Sounds array.

Properties

Located at Emitter.Emitters.[n].<type>Emitter.Sound

Choose the desired sounds using the Sound Browser and assign them to the Sounds array.
The Sounds array is a dynamic array, which is increased in number by choosing the Add button that appears when you click on the Sounds property row.
The Sounds array is also used for both the Collision and Spawning sounds.  If you wish to play different sounds for collision and spawning, simply add all of the Spawn sounds first, followed by the Collision sounds, then specify the Sound array indexes for each set in the CollisionSoundIndex and SpawnSoundIndex properties.  So if you had ten sounds, five each for Collision and Spawn, the properties would be SpawnSoundIndex.Min=0 SpawnSoundIndex.Max=4 CollisionSoundIndex.Min=5 CollisionSoundIndex.Max=9.
Each entry in the Sounds array contains the following properties:

[n].Pitch Specifies the pitch of the sound.

The range is from 0.5 to 2.0, where 0.5 is 1/2 the pitch or 1 octave down, 1.0 is the default pitch, and 2.0 is 2x the pitch or 1 octave up.
If Min and Max are different, the pitch will be randomly chosen between those values.
[n].Probability Specifies the probability that this sound will play.
0 is never, 1 is always, 0.5 is 50%.

This probability value is multiplied by the CollisionSoundProbability and/or SpawningSoundProbability to determine the final probability percentage.
If Min and Max are different, the probability will be randomly chosen between those values.
[n].Radius Specifies the radius of the sound.

This is similar to the sound radius value for the AmbientSound actor, where the value is 1/100 of the sound's maximum range in Unreal Units.  So Radius*100 is the distance in Unreal Units where the sound stops.

The sound is at approximately 1/2 volume at 10x the radius distance.  For example, a Radius value of 128 will be at approximatey 1/2 volume when you are 1280 Unreal Units away from the actor.

If Min and Max are different, the radius will be randomly chosen between those values.
[n].Sound Specifies the sound to play.

Use the Sounds Browser to choose the sound to play and have it added to this slot.
[n].Volume Specifies the volume level of the sound played.

0.0 is no sound and 1.0 is the loudest.
If Min and Max are different, the volume will be randomly chosen between those values.
[n].Weight This is no longer supported.   Leave the value at 0.


If sounds are to play for particle collisions, add the desired sounds to the Sounds array, then set the following collision related sound properties:

Sound.CollisionSound PTSC_None:  No sounds played on collisions.

PTSC_LinearGlobal:  Plays through the sounds in a linear order when particles collide with the world.  Every time a particle collides with the world, the next sound in the specified range in CollisionSoundIndex.Min/Max is played.

PTSC_LinearLocal:  This is similar to PTSC_LinearGlobal except that the index for each particle sound played during collisions is reset at the end of the particle's lifetime.  This means that if the Sounds array contains the sounds "Boing!", "Bop!", and "Thud!", in that order, particles will always start with "Boing!".   If a particle only collided with the world twice, the first time it collides in its next life, it will not play "Thud!", as it would in the case of PTSC_LinearGlobal, instead it will start at "Boing!" again.

PTSC_Random:  This will play a random sound for each collision from the Sounds array, in the range specified by CollisionSoundIndex.Min/Max.
Sound.CollisionSoundIndex Specifies which sounds in the Sounds array to use for particle collisions.

To specify a Sounds array range using CollisionSoundIndex, the Min and Max properties must be different numbers.  If they are the same value, for example Min=0 and Max=0, then all of the sounds in the Sounds array will be used.  This means that to use different sounds for Collision and Spawn, you must specify at least two sounds for each, you cannot use 0,0 and 1,1 for example.
Sound.CollisionSoundProbability Specifies the range of probability as a percentage that a sound will play on collision.
0 is never, 0.5 is 50%, 1 is 100% or always.

The CollisionSoundProbability value is multiplied by the Sounds array Probability value for each sound entry, in order to support finer granularity.  For example, a CollisionSoundProbability of 0.5 and two Sounds, one with a Probability value of 1.0 and the second with a value of 0.5, results in the first sound being played 50% of the time (0.5 * 1.0) and the second sound being played 25% of the time (0.5 * 0.5).


If sounds are to play for particle spawning, add the desired sounds to the Sounds array, then set the following spawning related sound properties:

Sound.SpawningSound PTSC_None:  No sounds played on spawning.

PTSC_LinearGlobal:  Plays through the sounds in a linear order when particles are spawned.  Every time a new particle is spawned, the next sound in the specified range in SpawningSoundIndex.Min/Max is played.

PTSC_LinearLocal:  Since each particle is spawned only once, only the first sound specified by SpawningSoundIndex will play.

PTSC_Random:  This will play a random sound for each spawn from the Sounds array, in the range specified by SpawningSoundIndex.Min/Max.
Sound.SpawningSoundIndex Specifies which sounds in the Sounds array to use for particle spawning.

To specify a Sounds array range using SpawningSoundIndex, the Min and Max properties must be different numbers.  If they are the same value, for example Min=0 and Max=0, then all of the sounds in the Sounds array will be used.  This means that to use different sounds for Collision and Spawn, you must specify at least two sounds for each, you cannot use 0,0 and 1,1 for example.
Sound.SpawningSoundProbability Specifies the range of probability as a percentage that a sound will play on spawning.
0 is never, 0.5 is 50%, 1 is 100% or always.

The SpawningSoundProbability value is multiplied by the Sounds array Probability value for each sound entry, in order to support finer granularity.  For example, a SpawningSoundProbability of 0.5 and two Sounds, one with a Probability value of 1.0 and the second with a value of 0.5, results in the first sound being played 50% of the time (0.5 * 1.0) and the second sound being played 25% of the time (0.5 * 0.5).





0611.09 · 701 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.