Arma Reforger Script API
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SCR_CommunicationSoundComponent Interface Reference
Inheritance diagram for SCR_CommunicationSoundComponent:
CommunicationSoundComponent SoundComponent SimpleSoundComponent

Public Member Functions

void ShowSubtitles (array< string > metadata)
 
void SetCallsignSignals (int company, int platoon, int squad, int character, int characterRole)
 
void SoundEventHit (bool critical, EDamageType damageType)
 Schedule and prioritise appropriate injury sounds to be played.
 
void DelayedSoundEventPriority (string eventName, SCR_ECommunicationSoundEventPriority priority, int delayMS, EDamageType damageType=EDamageType.TRUE)
 Schedule and prioritise appropriate injury sounds to be played.
 
void PlayDelayedSoundEventPriority ()
 Plays the delayed sound event requested via DelayedSoundEventPriority.
 
void SoundEventDeath (bool silent)
 Called by damage manager when character dies.
 
OnSoundEventStartedInvoker GetOnSoundEventStarted ()
 
OnSoundEventFinishedInvoker GetOnSoundEventFinished ()
 
override void OnPostInit (IEntity owner)
 
override void HandleMetadata (array< string > metadata, int priority, float distance)
 
override void OnSoundEventStarted (string eventName, AudioHandle handle, int priority)
 
override void OnSoundEventFinished (string eventName, AudioHandle handle, int priority, bool terminated)
 
void SCR_CommunicationSoundComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
void ~SCR_CommunicationSoundComponent ()
 
- Public Member Functions inherited from CommunicationSoundComponent
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.
 
- 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.
 

Static Public Member Functions

static void SetSubtitiles ()
 

Static Public Attributes

static const int DEFAULT_EVENT_PRIORITY_DELAY = 100
 

Protected Attributes

SignalsManagerComponent m_SignalsManagerComponent
 
string m_sDelayedSoundEvent
 
SCR_ECommunicationSoundEventPriority m_eDelayedSoundEventPriority
 
EDamageType m_eEDamageType
 
int m_iHitScreamIntensity
 
ref OnSoundEventStartedInvoker m_OnSoundEventStarted
 
ref OnSoundEventFinishedInvoker m_OnSoundEventFinished
 
int m_iDamageTypeSignalIdx
 
int m_iHitScreamIntensitySignalIdx
 

Static Protected Attributes

static bool m_bShowSubtitles
 

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)
 

Constructor & Destructor Documentation

◆ SCR_CommunicationSoundComponent()

void SCR_CommunicationSoundComponent.SCR_CommunicationSoundComponent ( IEntityComponentSource src,
IEntity ent,
IEntity parent )
Parameters
[in]src
[in]ent
[in]parent

◆ ~SCR_CommunicationSoundComponent()

void SCR_CommunicationSoundComponent.~SCR_CommunicationSoundComponent ( )

Member Function Documentation

◆ DelayedSoundEventPriority()

void SCR_CommunicationSoundComponent.DelayedSoundEventPriority ( string eventName,
SCR_ECommunicationSoundEventPriority priority,
int delayMS,
EDamageType damageType = EDamageType::TRUE )

Schedule and prioritise appropriate injury sounds to be played.

The sound scheduled will skip the internal queue

Parameters
[in]eventNameName of the sound event to be played after delayMS.
[in]priorityPriority of the sound event. The event with higher priority will override the current delayed event.
[in]delayMSMiliseconds delay for determining the sound event to be played
[in]damageType

◆ GetOnSoundEventFinished()

OnSoundEventFinishedInvoker SCR_CommunicationSoundComponent.GetOnSoundEventFinished ( )

◆ GetOnSoundEventStarted()

OnSoundEventStartedInvoker SCR_CommunicationSoundComponent.GetOnSoundEventStarted ( )

◆ HandleMetadata()

override void SCR_CommunicationSoundComponent.HandleMetadata ( array< string > metadata,
int priority,
float distance )

◆ OnPostInit()

override void SCR_CommunicationSoundComponent.OnPostInit ( IEntity owner)

◆ OnSoundEventFinished()

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

◆ OnSoundEventStarted()

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

◆ PlayDelayedSoundEventPriority()

void SCR_CommunicationSoundComponent.PlayDelayedSoundEventPriority ( )

Plays the delayed sound event requested via DelayedSoundEventPriority.

Skips internal queue of the communication sound component.

◆ SetCallsignSignals()

void SCR_CommunicationSoundComponent.SetCallsignSignals ( int company,
int platoon,
int squad,
int character,
int characterRole )
Parameters
[in]company
[in]platoon
[in]squad
[in]character
[in]characterRole

◆ SetSubtitiles()

static void SCR_CommunicationSoundComponent.SetSubtitiles ( )
static

◆ ShowSubtitles()

void SCR_CommunicationSoundComponent.ShowSubtitles ( array< string > metadata)
Parameters
[in]metadata

◆ SoundEventDeath()

void SCR_CommunicationSoundComponent.SoundEventDeath ( bool silent)

Called by damage manager when character dies.

Depending on silent parameter, character will cancel current delayed sound event and then either scream or not

Parameters
[in]silentWhen true, character will play SOUND_KNOCKOUT event. When false, SOUND_DEATH will be played instead.

◆ SoundEventHit()

void SCR_CommunicationSoundComponent.SoundEventHit ( bool critical,
EDamageType damageType )

Schedule and prioritise appropriate injury sounds to be played.

The sound scheduled will skip the internal queue

Parameters
[in]criticalWhether current hit event is considered a critical hit. Multiple critical hits will increase intensity of hit scream.
[in]damageType

Member Data Documentation

◆ DEFAULT_EVENT_PRIORITY_DELAY

const int SCR_CommunicationSoundComponent.DEFAULT_EVENT_PRIORITY_DELAY = 100
static

◆ m_bShowSubtitles

bool SCR_CommunicationSoundComponent.m_bShowSubtitles
staticprotected

◆ m_eDelayedSoundEventPriority

SCR_ECommunicationSoundEventPriority SCR_CommunicationSoundComponent.m_eDelayedSoundEventPriority
protected

◆ m_eEDamageType

EDamageType SCR_CommunicationSoundComponent.m_eEDamageType
protected

◆ m_iDamageTypeSignalIdx

int SCR_CommunicationSoundComponent.m_iDamageTypeSignalIdx
protected

◆ m_iHitScreamIntensity

int SCR_CommunicationSoundComponent.m_iHitScreamIntensity
protected

◆ m_iHitScreamIntensitySignalIdx

int SCR_CommunicationSoundComponent.m_iHitScreamIntensitySignalIdx
protected

◆ m_OnSoundEventFinished

ref OnSoundEventFinishedInvoker SCR_CommunicationSoundComponent.m_OnSoundEventFinished
protected

◆ m_OnSoundEventStarted

ref OnSoundEventStartedInvoker SCR_CommunicationSoundComponent.m_OnSoundEventStarted
protected

◆ m_sDelayedSoundEvent

string SCR_CommunicationSoundComponent.m_sDelayedSoundEvent
protected

◆ m_SignalsManagerComponent

SignalsManagerComponent SCR_CommunicationSoundComponent.m_SignalsManagerComponent
protected

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