This class is not implemented fully in UT2003, (as in, extremely buggy) but can (in theory) modify a sounds pitch and volume randomly every time it is played to make it sound like it is being generated in real-time. The name is a bit misleading, however, as these are not actually generated in real-time like procedural textures.
- float RenderedPitchModification (transient)
- float RenderedVolumeModification (transient)
- Sound BaseSound
- float PitchModification
- float VolumeModification
- float PitchVariance
- float VolumeVariance
Foxpaw: I still can't get these to work properly, BUT I did that the sound for bullets ricocheting off your shield gun is apparently procedural, and seems to play. However, I still can't access the properties of the base sound, so how one goes about setting up a new procedural sound I don't know.