unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
200 lines (199 loc) • 7.43 kB
JavaScript
;
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
var __metadata = (this && this.__metadata) || function (k, v) {
if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.USoundBase = exports.FSoundModulationDestinationSettings = exports.FSoundConcurrencySettings = exports.EConcurrencyVolumeScaleMode = exports.EMaxConcurrentResolutionRule = exports.EVirtualizationMode = void 0;
const UObject_1 = require("./UObject");
const ObjectResource_1 = require("../../objects/uobject/ObjectResource");
const UProperty_1 = require("../../../util/decorators/UProperty");
/**
* EVirtualizationMode
* @enum
*/
var EVirtualizationMode;
(function (EVirtualizationMode) {
EVirtualizationMode[EVirtualizationMode["Disabled"] = 0] = "Disabled";
EVirtualizationMode[EVirtualizationMode["PlayWhenSilent"] = 1] = "PlayWhenSilent";
EVirtualizationMode[EVirtualizationMode["Restart"] = 2] = "Restart";
})(EVirtualizationMode = exports.EVirtualizationMode || (exports.EVirtualizationMode = {}));
/**
* EMaxConcurrentResolutionRule
* @enum
*/
var EMaxConcurrentResolutionRule;
(function (EMaxConcurrentResolutionRule) {
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["PreventNew"] = 0] = "PreventNew";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["StopOldest"] = 1] = "StopOldest";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["StopFarthestThenPreventNew"] = 2] = "StopFarthestThenPreventNew";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["StopFarthestThenOldest"] = 3] = "StopFarthestThenOldest";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["StopLowestPriority"] = 4] = "StopLowestPriority";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["StopQuietest"] = 5] = "StopQuietest";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["StopLowestPriorityThenPreventNew"] = 6] = "StopLowestPriorityThenPreventNew";
EMaxConcurrentResolutionRule[EMaxConcurrentResolutionRule["Count"] = 7] = "Count";
})(EMaxConcurrentResolutionRule = exports.EMaxConcurrentResolutionRule || (exports.EMaxConcurrentResolutionRule = {}));
/**
* EConcurrencyVolumeScaleMode
* @enum
*/
var EConcurrencyVolumeScaleMode;
(function (EConcurrencyVolumeScaleMode) {
EConcurrencyVolumeScaleMode[EConcurrencyVolumeScaleMode["Default"] = 0] = "Default";
EConcurrencyVolumeScaleMode[EConcurrencyVolumeScaleMode["Distance"] = 1] = "Distance";
EConcurrencyVolumeScaleMode[EConcurrencyVolumeScaleMode["Priority"] = 2] = "Priority";
})(EConcurrencyVolumeScaleMode = exports.EConcurrencyVolumeScaleMode || (exports.EConcurrencyVolumeScaleMode = {}));
/**
* FSoundConcurrencySettings
*/
class FSoundConcurrencySettings {
}
exports.FSoundConcurrencySettings = FSoundConcurrencySettings;
/**
* FSoundModulationDestinationSettings
*/
class FSoundModulationDestinationSettings {
}
exports.FSoundModulationDestinationSettings = FSoundModulationDestinationSettings;
/**
* Represents an UE4 Sound Base
* @extends {UObject}
*/
class USoundBase extends UObject_1.UObject {
constructor() {
super(...arguments);
/**
* Sound class
* @type {FPackageIndex}
* @public
*/
this.SoundClassObject = null;
/**
* Whether debug
* @type {boolean}
* @public
*/
this.bDebug = null;
/**
* Whether override concurrency
* @type {boolean}
* @public
*/
this.bOverrideConcurrency = null;
/**
* Whether output to bus only
* @type {boolean}
* @public
*/
this.bOutputToBusOnly = null;
/**
* Whether has delay node
* @type {boolean}
* @public
*/
this.bHasDelayNode = null;
/**
* Whether has concatenator node
* @type {boolean}
* @public
*/
this.bHasConcatenatorNode = null;
/**
* Whether bypass volume scale for priority
* @type {boolean}
* @public
*/
this.bBypassVolumeScaleForPriority = null;
/**
* Virtualization mode
* @type {EVirtualizationMode}
* @public
*/
this.VirtualizationMode = null;
/**
* Concurrency overrides
* @type {FSoundConcurrencySettings}
* @public
*/
this.ConcurrencyOverrides = null;
/**
* Duration
* @type {number}
* @public
*/
this.Duration = null;
/**
* Max distance
* @type {number}
* @public
*/
this.MaxDistance = null;
/**
* Total samples
* @type {number}
* @public
*/
this.TotalSamples = null;
/**
* Priority
* @type {number}
* @public
*/
this.Priority = null;
/**
* Attenuation settings
* @type {FPackageIndex}
* @public
*/
this.AttenuationSettings = null;
/**
* Volume modulation destination
* @type {FSoundModulationDestinationSettings}
* @public
*/
this.VolumeModulationDestination = null;
/**
* Pitch modulation destination
* @type {FSoundModulationDestinationSettings}
* @public
*/
this.PitchModulationDestination = null;
/**
* Highpass modulation destination
* @type {FSoundModulationDestinationSettings}
* @public
*/
this.HighpassModulationDestination = null;
/**
* Lowpass modulation destination
* @type {FSoundModulationDestinationSettings}
* @public
*/
this.LowpassModulationDestination = null;
/**
* Sound submix
* @type {FPackageIndex}
* @public
*/
this.SoundSubmixObject = null;
//public List<FSoundSubmixSendInfo> SoundSubmixSends;
/**
* Source effect chain
* @type {FPackageIndex}
* @public
*/
this.SourceEffectChain = null;
//public List<FSoundSourceBusSendInfo> BusSends;
//public List<FSoundSourceBusSendInfo> PreEffectBusSends;
}
}
__decorate([
UProperty_1.UProperty({ skipPrevious: 1, skipNext: 2 }),
__metadata("design:type", ObjectResource_1.FPackageIndex /*USoundEffectSourcePresetChain*/)
], USoundBase.prototype, "SourceEffectChain", void 0);
exports.USoundBase = USoundBase;