Arma Reforger Script API
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SCR_RandomPositionalSounds Interface Reference

Spawns sounds arround camera based on define behaviour Basic building blocks are: SCR_SoundGroup defines a group of sounds. More...

Inheritance diagram for SCR_RandomPositionalSounds:
SCR_AmbientSoundsEffect

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
 

Detailed Description

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

Constructor & Destructor Documentation

◆ ~SCR_RandomPositionalSounds()

void SCR_RandomPositionalSounds.~SCR_RandomPositionalSounds ( )

Member Function Documentation

◆ OnInit()

override void SCR_RandomPositionalSounds.OnInit ( )

◆ OnPostInit()

override void SCR_RandomPositionalSounds.OnPostInit ( SCR_AmbientSoundsComponent ambientSoundsComponent,
SignalsManagerComponent signalsManagerComponent )
Parameters
[in]ambientSoundsComponent
[in]signalsManagerComponent

Implements SCR_AmbientSoundsEffect.

◆ Update()

override void SCR_RandomPositionalSounds.Update ( float worldTime,
vector cameraPos )
Parameters
[in]worldTime
[in]cameraPos

Implements SCR_AmbientSoundsEffect.


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