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    Arma Reforger Script API
    
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Spawns sounds arround camera based on define behaviour Basic building blocks are: SCR_SoundGroup defines a group of sounds. More...
  
Public Member Functions | |
| override void | Update (float worldTime, vector cameraPos) | 
| override void | OnPostInit (SCR_AmbientSoundsComponent ambientSoundsComponent, SignalsManagerComponent signalsManagerComponent) | 
| override void | OnInit () | 
| void | ~SCR_RandomPositionalSounds () | 
Additional Inherited Members | |
  Protected Attributes inherited from SCR_AmbientSoundsEffect | |
| SCR_AmbientSoundsComponent | m_AmbientSoundsComponent | 
| SignalsManagerComponent | m_LocalSignalsManager | 
Spawns sounds arround camera based on define behaviour Basic building blocks are: SCR_SoundGroup defines a group of sounds.
E.g. birds playing on trees close to the camera, or insects, or birds playing in the distance SCR_SoundType defines a group of sounds that can be played on a given location or entity. The definition varies based on the used ESpawnMethod SCR_SoundDef defines basic sound behaviour such as the number of repetitions, or daytime/wind behaviour
| void SCR_RandomPositionalSounds.~SCR_RandomPositionalSounds | ( | ) | 
| override void SCR_RandomPositionalSounds.OnInit | ( | ) | 
Implements SCR_AmbientSoundsEffect.
| override void SCR_RandomPositionalSounds.OnPostInit | ( | SCR_AmbientSoundsComponent | ambientSoundsComponent, | 
| SignalsManagerComponent | signalsManagerComponent ) | 
| [in] | ambientSoundsComponent | |
| [in] | signalsManagerComponent | 
Implements SCR_AmbientSoundsEffect.
| override void SCR_RandomPositionalSounds.Update | ( | float | worldTime, | 
| vector | cameraPos ) | 
| [in] | worldTime | |
| [in] | cameraPos | 
Implements SCR_AmbientSoundsEffect.