Sound (UT)
This class is native to the engine and there is no UnrealScript source for it.
See Sound for the UT2003 version of this class.
Sound Functions In Other Classes
Actor (UT) Class
- PlaySound (Sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch) [native, final]
- Plays a sound. When called in a non-simulated function on the server the sound will be replicated to all clients.
- PlayOwnedSound (Sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch) [native, final, simulated]
- Plays a sound client-side. When called in a non-simulated function on the server the sound will be replicated to all clients except the one owning this actor. (?)
- float GetSoundDuration (Sound Sound) [native, final]
- Returns the length of a sound played at default pitch in (game?) seconds.
Pawn (UT) Class
- ClientHearSound (Actor (UT) Actor, int Id, Sound S, vector SoundLocation, vector Parameters) [native, simulated]
- Client-side event called when the client hears a sound.
PlayerPawn Class
- ClientPlaySound (Sound ASound, optional bool bInterrupt, optional bool bVolumeControl) [simulated]
- Plays a sound client-side. This function uses unreliable replication and might be dropped when there is packet loss.
- ClientReliablePlaySound (Sound ASound, optional bool bInterrupt, optional bool bVolumeControl) [simulated]
- Same as ClientPlaySound, but uses reliable replication so it always reaches the client.