UNPKG

unreal.js

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A pak reader for games like VALORANT & Fortnite written in Node.JS

200 lines (199 loc) 7.43 kB
"use strict"; 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;