Arma Reforger Script API
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Public Member Functions | Protected Member Functions | List of all members
CommunicationSoundComponent Interface Reference
Inheritance diagram for CommunicationSoundComponent:
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Public Member Functions

proto external void GetMetadata (AudioHandle handle, out notnull array< string > metadata)
 Get list of metadata. Last item in array is 'textFormat'.
 
proto external void SoundEventPriority (string eventName, int priority, bool ignoreQueue=false)
 Add a soundevent with priority to the priority queue which will be played in order of priority.
 
void OnSoundEventFinished (string eventName, AudioHandle handle, int priority, bool terminated)
 
void OnSoundEventStarted (string eventName, AudioHandle handle, int priority)
 
- 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.
 
proto external AudioHandle SoundEventOffset (string eventName, vector offset)
 Play a sound with a given offset from the owner entity.
 
- 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.
 
proto external IEntity GetOwner ()
 

Protected Member Functions

void HandleMetadata (array< string > metadata, int priority, float distance)
 
- Protected Member Functions inherited from SimpleSoundComponent
void OnPostInit (IEntity owner)
 Called after all components are initialized.
 
void OnInit (IEntity owner)
 Called during EOnInit.
 
void OnFrame (IEntity owner, float timeSlice)
 Called during EOnFrame.
 
void UpdateSoundJob (IEntity owner, float timeSlice)
 Call when component is in range.
 
void OnUpdateSoundJobBegin (IEntity owner)
 Called when dynamic simulation is started.
 
void OnUpdateSoundJobEnd (IEntity owner)
 Called when dynamic simulation is stopped.
 

Member Function Documentation

◆ GetMetadata()

proto external void CommunicationSoundComponent.GetMetadata ( AudioHandle  handle,
out notnull array< string >  metadata 
)

Get list of metadata. Last item in array is 'textFormat'.

◆ HandleMetadata()

void CommunicationSoundComponent.HandleMetadata ( array< string >  metadata,
int  priority,
float  distance 
)
protected

◆ OnSoundEventFinished()

void CommunicationSoundComponent.OnSoundEventFinished ( string  eventName,
AudioHandle  handle,
int  priority,
bool  terminated 
)

◆ OnSoundEventStarted()

void CommunicationSoundComponent.OnSoundEventStarted ( string  eventName,
AudioHandle  handle,
int  priority 
)

◆ SoundEventPriority()

proto external void CommunicationSoundComponent.SoundEventPriority ( string  eventName,
int  priority,
bool  ignoreQueue = false 
)

Add a soundevent with priority to the priority queue which will be played in order of priority.


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