| Home Page | Recent Changes | Preferences


UT2003 :: Object >> Sound >> ProceduralSound (Package: Engine)

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 Group

Sound BaseSound
float PitchModification
float VolumeModification
float PitchVariance
float VolumeVariance

Related Topics

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.

Category Class (UT2003)

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands


Mapping Topics

Mapping Lessons

UnrealEd Interface


Scripting Topics

Scripting Lessons

Making Mods

Class Tree


Modeling Topics


Log In