| 
| vector  | m_aMat [4] | 
|   | Sound transformation.  
  | 
|   | 
| int  | m_iSoundGroup | 
|   | Sound group defines a group of sounds. E.g. birds playing on trees close to the camera, or insects, or birds playing in the distance.  
  | 
|   | 
| int  | m_iSoundType | 
|   | SoundType defines a group of sounds that can be played on a given location or entity. The definition varies based on the used ESpawnMethod.  
  | 
|   | 
| int  | m_iSoundDef | 
|   | SoundDef defines basic sound behaviour such as the number of repetitions, or daytime/wind behaviour.  
  | 
|   | 
| SCR_SoundDef  | m_SoundDef | 
|   | SoundDefinition.  
  | 
|   | 
| ref array< int >  | m_aRepTime | 
|   | Sequence of worldTimes, when sound events will be triggered  
  
  | 
|   | 
| int  | m_iRepTimeIdx | 
|   | Index of next worldTime, when event will be trigged.  
  | 
|   | 
| float  | m_fDensity | 
|   | Percentage ratio between sequence length and total length of played samples.  
  | 
|   | 
◆ SCR_SoundHandle()
      
        
          | void SCR_SoundHandle.SCR_SoundHandle  | 
          ( | 
          int |           soundGroupIdx,  | 
        
        
           | 
           | 
          int |           soundTypeIdx,  | 
        
        
           | 
           | 
          int |           soundDefIdx,  | 
        
        
           | 
           | 
          vector |           mat[4],  | 
        
        
           | 
           | 
          array< ref SCR_SoundGroup > |           soundGroup,  | 
        
        
           | 
           | 
          float |           worldTime ) | 
        
      
 
- Parameters
 - 
  
    | [in] | soundGroupIdx |  | 
    | [in] | soundTypeIdx |  | 
    | [in] | soundDefIdx |  | 
    | [in] | mat |  | 
    | [in] | soundGroup |  | 
    | [in] | worldTime |  | 
  
   
 
 
◆ CreateSequence()
  
  
      
        
          | void SCR_SoundHandle.CreateSequence  | 
          ( | 
          array< ref SCR_SequenceDef > |           sequenceDefinitions,  | 
         
        
           | 
           | 
          int |           idx ) | 
         
       
   | 
  
protected   | 
  
 
 
◆ GetRandomInt()
  
  
      
        
          | int SCR_SoundHandle.GetRandomInt  | 
          ( | 
          int |           value,  | 
         
        
           | 
           | 
          int |           random ) | 
         
       
   | 
  
protected   | 
  
 
 
◆ GetSequenceLenght()
      
        
          | float SCR_SoundHandle.GetSequenceLenght  | 
          ( | 
          float |           worldTime | ) | 
           | 
        
      
 
Returns sequence length. 
- Parameters
 - 
  
  
 
- Returns
 
 
 
◆ UpdateDensity()
      
        
          | void SCR_SoundHandle.UpdateDensity  | 
          ( | 
          float |           sampleLenght,  | 
        
        
           | 
           | 
          float |           worldTime ) | 
        
      
 
Updates density. 
- Parameters
 - 
  
    | [in] | sampleLenght |  | 
    | [in] | worldTime |  | 
  
   
 
 
◆ UpdateRepTime()
      
        
          | void SCR_SoundHandle.UpdateRepTime  | 
          ( | 
          float |           gameTime | ) | 
           | 
        
      
 
Returns sequence length. 
- Parameters
 - 
  
  
 
 
 
◆ m_aMat
      
        
          | vector SCR_SoundHandle.m_aMat[4] | 
        
      
 
 
◆ m_aRepTime
      
        
          | ref array<int> SCR_SoundHandle.m_aRepTime | 
        
      
 
Sequence of worldTimes, when sound events will be triggered 
 
 
 
◆ m_fDensity
      
        
          | float SCR_SoundHandle.m_fDensity | 
        
      
 
Percentage ratio between sequence length and total length of played samples. 
 
 
◆ m_iRepTimeIdx
      
        
          | int SCR_SoundHandle.m_iRepTimeIdx | 
        
      
 
Index of next worldTime, when event will be trigged. 
 
 
◆ m_iSoundDef
      
        
          | int SCR_SoundHandle.m_iSoundDef | 
        
      
 
SoundDef defines basic sound behaviour such as the number of repetitions, or daytime/wind behaviour. 
 
 
◆ m_iSoundGroup
      
        
          | int SCR_SoundHandle.m_iSoundGroup | 
        
      
 
Sound group defines a group of sounds. E.g. birds playing on trees close to the camera, or insects, or birds playing in the distance. 
 
 
◆ m_iSoundType
      
        
          | int SCR_SoundHandle.m_iSoundType | 
        
      
 
SoundType defines a group of sounds that can be played on a given location or entity. The definition varies based on the used ESpawnMethod. 
 
 
◆ m_SoundDef
The documentation for this interface was generated from the following file:
- Game/Components/AmbientSoundsComponent/SCR_SoundHandle.c