|
| 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