Sound Events are strings serving as identifiers for the sound system.
They are defined by naming a Sound Node and used by calling a Sound Event with the same name, e.g. via code or script.
Script Events
GameCode Events
BaseMuzzleComponent
Event Name
|
Description
|
SOUND_DRY
|
When firing with no bullets in magazine.
|
SOUND_DRY_SAFETYON
|
When firing with safety on.
|
SOUND_RELOAD
|
When reloading ACK.
Not used right now. Animations are used instead.
|
CaseEjectingEffectComponent
Event Name
|
Description
|
SOUND_BULLET_CASING
|
Upon collision with the ground.
|
CharacterSoundComponent
Event Name
|
Description
|
SOUND_BODYFALL
|
Upon character falling (Ragdoll).
|
SOUND_BODYFALL_TERMINAL
|
Upon character falling, resulting in death.
|
SOUND_CHAR_RAGDOLL
|
When impacting in Ragdoll state.
|
SOUND_SWIM_START
|
When character starts swimming.
|
SOUND_SWIM_STOP
|
When character stops swimming.
|
SOUND_WATER_ENTER
|
When entering water surface when EntryLevel over threshold (0.1f).
|
SOUND_WATER_ENTER_RAGDOLL
|
When entering water in ragdoll state.
|
SOUND_WATER_EXIT
|
When exiting water surface.
|
CommunicationSoundComponent
Event Name
|
Priority
|
Description
|
SOUND_HIT
|
99
|
- Played when character gets damage
- Player
- AI
- Projectile damage: Would play sound that is connected to SOUND_REPORTS_STATUS_HIT
- Other damage: Grunt
Signals:
- IsAI - Player = 0, AI = 1, Set on SignalsManagerComponent
- DamageType
|
SOUND_DEATH
|
N/A
|
When character dies
|
SOUND_BREATH_IN
|
-20
|
Breathing in of character.
|
SOUND_BREATH_OUT
|
-20
|
Breathing out of character.
|
SOUND_BREATH_REG_IN
|
-20
|
Breathing in (regular) of character.
|
SOUND_BREATH_REG_OUT
|
-20
|
Breathing out (regular) of character.
|
SOUND_BREATH_END
|
-20
|
Upon stamina restored and breathing stops.
|
DoorComponent / SoundPointEventInfo
Event Name
|
Description
|
SOUND_OPEN_START
|
When opening the door from fully closed state.
|
SOUND_OPEN_FINISH
|
When door is fully opened from closed state.
|
SOUND_CLOSE_START
|
When closing the door from fully opened state.
|
SOUND_CLOSE_FINISH
|
When door is fully closed from open state.
|
SOUND_MOVEMENT
|
When the door is opening/closing.
|
ExplosionEffect
Event Name
|
Description
|
Custom Event
|
Raised when explosion triggered.
|
GrenadeMoveComponent
Event Name
|
Description
|
SOUND_HIT
|
Upon contact & deflection of grenade.
|
HitSoundEffect
Event Name
|
Description
|
SOUND_HIT
|
Upon bullet hitting surface / player.
|
MusicManagerController
Event Name
|
Description
|
SOUND_MILITARYBASE
|
Theme played at military bases.
|
SOUND_FOREST
|
Theme played in forests.
|
SOUND_VILLAGE
|
Theme played in villages.
|
SOUND_COASTLINE
|
Theme played at coastlines.
|
ProjectileSoundsManager
Event Name
|
Description
|
SOUND_SONIC_CRACK
|
Upon sonic crack when speed > SpeedOfSound.
|
SOUND_SONIC_CRACK_SECONDARY
|
Upon projectile transitioning from supersonic to subsonic.
|
SOUND_SONIC_CRACK_IMPACT
|
Upon projectile impacting before it reaches the listener.
|
SOUND_FLYBY
|
Upon sonic crack when speed <= SpeedOfSound.
|
RadioBroadcastSoundComponent
Event Name
|
Description
|
SOUND_RADIO_TURN_ON
|
When turning on the radio.
|
SOUND_RADIO_TURN_OFF
|
When turning off the radio.
|
SOUND_RADIO
|
After turning the radio on.
|
Vehicle
Event Name
|
Description
|
SOUND_COLLISION
|
- In a collision between 2 vehicles, sound is played from vehicle with higher mass.
- use eventNoRepeatTime to filter out duplicate collisions.
|
VoNComponent
Event Name
|
Description
|
VON_DIRECT
|
VON for direct speech
|
VON_RADIO
|
VON for radio transmissions
|
VON_RAW
|
|
WeaponSoundComponent
Event Name
|
Description
|
SOUND_MELEE_IMPACT
|
Upon dealing melee damage.
|
SOUND_SHOT
|
Upon firing a weapon.
|
SOUND_SHOT_END
|
After firing stops.
|
SOUND_THROWN
|
After a throwable item (e.g. grenades) has been thrown.
|
SOUND_WPN_TOSAFETY
|
When changing the fire mode to safety.
|
SOUND_WPN_TOAUTO
|
When changing the fire mode to auto.
|
SOUND_WPN_TOBURST
|
When changing the fire mode to burst.
|
SOUND_WPN_TOSEMIAUTO
|
When changing the fire mode to semi-auto.
|
SOUND_DRY_SAFETYON
|
When firing with safety on.
|
SOUND_WPN_TOUGL
|
When changing muzzle to UGL.
|
SOUND_ZEROING_DOWN
|
Upon zeroing down.
|
SOUND_ZEROING_UP
|
Upon zeroing up.
|