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AmbientSoundsComponent Interface Reference
Inheritance diagram for AmbientSoundsComponent:
SoundComponent SimpleSoundComponent SCR_AmbientSoundsComponent

Public Member Functions

proto external bool QueryAmbientSoundsBySphere (float radius, EQueryEntitiesFlags queryFlags=EQueryEntitiesFlags.ALL)
 Results true if the query could be performed.
 
proto external void GetAmbientSoundsCountPerType (out notnull array< int > count)
 Clears the count array and fills it with the nuber of entities of a given sound type.
 
proto external vector GetCameraOrigin ()
 Returns the last camera position.
 
proto external bool GetRiver (const vector pos, out notnull array< float > vals)
 Fills the vals array with two items.
 
proto external IEntity GetRandomTree (EAmbientSoundFlags soundFlags, float minHeight)
 Returns a random tree of given sound types.
 
proto external void GetClosestEntities (EAmbientSoundFlags soundFlags, int nEntities, out notnull array< IEntity > output)
 Fills the ouput array with up to nEntities closest entities of given sound types.
 
proto void TracePointToTerrain (const vector point, inout int iSoundGroup)
 Results from the last call to QueryAmbientSoundsBySphere are used.
 
void OnRefreshNeeded ()
 Triggered when a big-enough change in the surrounding area is detected that would require an update.
 
void OnQueryFinished ()
 Triggered when the result of QueryAmbientSoundsBySphere query becomes available.
 
- Public Member Functions inherited from SoundComponent
proto external AudioHandle SoundEvent (string eventName)
 Play a sound from the owner entity's position.
 
proto external AudioHandle SoundEventTransform (string eventName, vector transf[])
 Play a sound from a set transformation.
 
proto external AudioHandle SoundEventBone (string eventName, string bone)
 Play a sound from the owner entity's position If boneName is different than string.Empty, then you might need to first use SetTransformation(vector transf[]) or else sound may fail the auditability test.
 
proto external AudioHandle SoundEventOffset (string eventName, vector offset)
 Play a sound with a given offset from the owner entity If offset is different than vector.Zero, then you might need to first use SetTransformation(vector transf[]) or else sound may fail the auditability test.
 
- Public Member Functions inherited from SimpleSoundComponent
proto external void EnableDynamicSimulation (bool value)
 Enables the dynamic simulation.
 
proto external void SetScriptedMethodsCall (bool state)
 Set flag for script callbacks.
 
proto external bool IsScriptedMethodsCallEnabled ()
 TRUE when flag for script callbacks is set.
 

Additional Inherited Members

- Protected Member Functions inherited from SimpleSoundComponent
void OnFrame (IEntity owner, float timeSlice)
 
void UpdateSoundJob (IEntity owner, float timeSlice)
 Call when component is in range.
 
void OnUpdateSoundJobBegin (IEntity owner)
 
void OnUpdateSoundJobEnd (IEntity owner)
 

Member Function Documentation

◆ GetAmbientSoundsCountPerType()

proto external void AmbientSoundsComponent.GetAmbientSoundsCountPerType ( out notnull array< int > count)

Clears the count array and fills it with the nuber of entities of a given sound type.

Results from the last call to QueryAmbientSoundsBySphere are used.

◆ GetCameraOrigin()

proto external vector AmbientSoundsComponent.GetCameraOrigin ( )

Returns the last camera position.

◆ GetClosestEntities()

proto external void AmbientSoundsComponent.GetClosestEntities ( EAmbientSoundFlags soundFlags,
int nEntities,
out notnull array< IEntity > output )

Fills the ouput array with up to nEntities closest entities of given sound types.

Results from the last call to QueryAmbientSoundsBySphere are used.

◆ GetRandomTree()

proto external IEntity AmbientSoundsComponent.GetRandomTree ( EAmbientSoundFlags soundFlags,
float minHeight )

Returns a random tree of given sound types.

Results from the last call to QueryAmbientSoundsBySphere are used.

◆ GetRiver()

proto external bool AmbientSoundsComponent.GetRiver ( const vector pos,
out notnull array< float > vals )

Fills the vals array with two items.

Item 0 stands for how much river there is, 1 stands for the slope. Returs false if there is not river at a given position.

◆ OnQueryFinished()

void AmbientSoundsComponent.OnQueryFinished ( )

Triggered when the result of QueryAmbientSoundsBySphere query becomes available.

◆ OnRefreshNeeded()

void AmbientSoundsComponent.OnRefreshNeeded ( )

Triggered when a big-enough change in the surrounding area is detected that would require an update.

◆ QueryAmbientSoundsBySphere()

proto external bool AmbientSoundsComponent.QueryAmbientSoundsBySphere ( float radius,
EQueryEntitiesFlags queryFlags = EQueryEntitiesFlags.ALL )

Results true if the query could be performed.

Returns false otherwise. After the query is finished, SCR_OnQueryFinished is triggered.

◆ TracePointToTerrain()

proto void AmbientSoundsComponent.TracePointToTerrain ( const vector point,
inout int iSoundGroup )

Results from the last call to QueryAmbientSoundsBySphere are used.


The documentation for this interface was generated from the following file: