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vector | m_aMat [4] |
| Sound transformation.
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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.
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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.
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int | m_iSoundDef |
| SoundDef defines basic sound behaviour such as the number of repetitions, or daytime/wind behaviour.
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SCR_SoundDef | m_SoundDef |
| SoundDefinition.
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ref array< int > | m_aRepTime |
| Sequence of worldTimes, when sound events will be triggered
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int | m_iRepTimeIdx |
| Index of next worldTime, when event will be trigged.
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float | m_fDensity |
| Percentage ratio between sequence length and total length of played samples.
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◆ SCR_SoundHandle()
void SCR_SoundHandle.SCR_SoundHandle |
( |
int | soundGroupIdx, |
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int | soundTypeIdx, |
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int | soundDefIdx, |
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vector | mat[4], |
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array< ref SCR_SoundGroup > | soundGroup, |
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float | worldTime ) |
- Parameters
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[in] | soundGroupIdx | |
[in] | soundTypeIdx | |
[in] | soundDefIdx | |
[in] | mat | |
[in] | soundGroup | |
[in] | worldTime | |
◆ CreateSequence()
void SCR_SoundHandle.CreateSequence |
( |
array< ref SCR_SequenceDef > | sequenceDefinitions, |
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int | idx ) |
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protected |
◆ GetRandomInt()
int SCR_SoundHandle.GetRandomInt |
( |
int | value, |
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int | random ) |
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protected |
◆ GetSequenceLenght()
float SCR_SoundHandle.GetSequenceLenght |
( |
float | worldTime | ) |
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Returns sequence length.
- Parameters
-
- Returns
◆ UpdateDensity()
void SCR_SoundHandle.UpdateDensity |
( |
float | sampleLenght, |
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float | worldTime ) |
Updates density.
- Parameters
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[in] | sampleLenght | |
[in] | worldTime | |
◆ UpdateRepTime()
void SCR_SoundHandle.UpdateRepTime |
( |
float | gameTime | ) |
|
Returns sequence length.
- Parameters
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◆ 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