Arma Reforger Script API
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SCR_SoundHandle Interface Reference

Public Member Functions

void UpdateDensity (float sampleLenght, float worldTime)
 Updates density.
 
float GetSequenceLenght (float worldTime)
 Returns sequence length.
 
void UpdateRepTime (float gameTime)
 Returns sequence length.
 
void SCR_SoundHandle (int soundGroupIdx, int soundTypeIdx, int soundDefIdx, vector mat[4], array< ref SCR_SoundGroup > soundGroup, float worldTime)
 

Public Attributes

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.
 

Protected Member Functions

int GetRandomInt (int value, int random)
 
void CreateSequence (array< ref SCR_SequenceDef > sequenceDefinitions, int idx)
 

Constructor & Destructor Documentation

◆ 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

Member Function Documentation

◆ 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
[in]worldTime
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
[in]gameTime

Member Data Documentation

◆ m_aMat

vector SCR_SoundHandle.m_aMat[4]

Sound transformation.

◆ 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

SCR_SoundDef SCR_SoundHandle.m_SoundDef

SoundDefinition.


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