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 () |
void | Update (float worldTime, vector cameraPos) |
void | OnPostInit (SCR_AmbientSoundsComponent ambientSoundsComponent, SignalsManagerComponent signalsManagerComponent) |
void | OnInit () |
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.