0x50e3899
F32 = 1 A factor on the final value. It sets the top of the output range.
A tracked audio parameter. Once it is loaded, the client reads the global value of one game parameter (RTPC) of the audio engine on every audio update, and turns it into an output number that an AudioFloatDriver returns.
The value passes through these steps:
InputMinDb..InputMaxDb to 0..1 and
clamped. With the defaults, -48 to 0, a parameter that carries a level in decibels
becomes a 0 to 1 loudness.AdaptationTime is above 0, the client tracks the range the
value has actually moved in and stretches that range to 0..1, so that quiet
material still uses the full range.AttackSeconds when it rises and
over ReleaseSeconds when it falls.ResponseCurve, when set, reshapes the value.0x50e3899.When InputMinDb is not below InputMaxDb, all five steps are skipped and the output is
the raw value of the parameter.
F32 = 1 A factor on the final value. It sets the top of the output range.
F32 = 0 No documentation available yet. Click "Add documentation" to contribute!
F32 = 0 Turns on the adaptation step when above 0.
F32 = 4 The limit of the adaptation step: the tracked range is never narrower than the full range divided by this number, so the value is stretched by at most this factor.
F32 = 0 The smoothing time, in seconds, while the value rises. 0 follows a rise at once.
F32 = 0 The parameter value that maps to 1.
F32 = -48 The parameter value that maps to 0.
Hash = "0x0" No documentation available yet. Click "Add documentation" to contribute!
F32 = 0 The smoothing time, in seconds, while the value falls. 0 follows a fall at once.
An optional curve applied to the 0..1 value. Its result is clamped to 0..1.
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String = "" The name of the game parameter in the audio engine.