SCR_SoundManagerModule is created for playing simple one-shot sounds without need of SoundComponent on given entity.
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| SCR_AudioSource | CreateAudioSource (notnull IEntity owner, string eventName) |
| | When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use when having SCR_SoundDataComponent on the owner entity.
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| SCR_AudioSource | CreateAudioSource (notnull IEntity owner, SCR_AudioSourceConfiguration audioSourceConfiguration) |
| | When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use, when you have custom audioSourceConfiguration.
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| SCR_AudioSource | CreateAudioSource (notnull IEntity owner, SCR_AudioSourceConfiguration audioSourceConfiguration, vector worldPosition) |
| | When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use, when you have custom audioSourceConfiguration Use, when you need define custom position offset.
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| SCR_AudioSource | CreateAudioSource (SCR_AudioSourceConfiguration audioSourceConfiguration, vector worldPosition) |
| | When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use, when there is no owner entity for audio source.
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| void | PlayAudioSource (notnull SCR_AudioSource audioSource) |
| | Plays audiosource AudioSource playback follows after AudioSource creation and signals setup (optional) Use for sounds, when sound is linked to owner entity position.
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| void | TerminateAudioSource (IEntity entity) |
| | Terminates all playing sounds on given entity.
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| void | TerminateAudioSource (SCR_AudioSource audioSource) |
| | Terminates given audio source.
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| void | TerminateAll () |
| | Terminates all playing sounds that are not static.
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| override void | OnUpdate (float timeslice) |
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| override void | OnInit () |
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| void | SCR_SoundManagerModule (IEntitySource src, IEntity parent) |
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| void | ~SCR_SoundManagerModule () |
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SCR_SoundManagerModule is created for playing simple one-shot sounds without need of SoundComponent on given entity.
SCR_SoundManagerModule is not present on console app. If functions in SCR_SoundManagerModule are enough for given sound, prioritize it befor adding SoundComponent on the entity. If entity already has SoundComponent because of some other sound, do not use SCR_SoundManagerModule. Do not use SCR_SoundManagerModule for UI sounds. Do not use SCR_SoundManagerModule for managing looped sounds. Looped sounds always need SoundComponent to work properly Signals for given sound can be set only before the playback and is not possible to update them during the sound playback.
◆ SCR_SoundManagerModule()
| void SCR_SoundManagerModule.SCR_SoundManagerModule |
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IEntitySource | src, |
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IEntity | parent ) |
◆ ~SCR_SoundManagerModule()
| void SCR_SoundManagerModule.~SCR_SoundManagerModule |
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◆ CreateAndPlayAudioSource() [1/2]
| static void SCR_SoundManagerModule.CreateAndPlayAudioSource |
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notnull IEntity | owner, |
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SCR_AudioSourceConfiguration | audioSourceConfiguration ) |
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Creates and plays audiosource Use when having custom AudioSourceConfiguration.
- Parameters
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| owner | Entity soundEvent is linked to |
| audioSourceConfiguration | Custom audio source configuration |
◆ CreateAndPlayAudioSource() [2/2]
| static void SCR_SoundManagerModule.CreateAndPlayAudioSource |
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notnull IEntity | owner, |
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string | eventName ) |
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Creates and plays audiosource Use when having SCR_SoundDataComponent on the owner EntityID.
- Parameters
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| owner | Entity soundEvent is linked to |
| eventName | Sound event that will be played |
◆ CreateAudioSource() [1/4]
When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use, when you have custom audioSourceConfiguration.
- Parameters
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| owner | Entity soundEvent is linked to |
| audioSourceConfiguration | Custom audio source configuration |
◆ CreateAudioSource() [2/4]
When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use, when you have custom audioSourceConfiguration Use, when you need define custom position offset.
- Parameters
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| owner | Entity soundEvent is linked to |
| audioSourceConfiguration | Custom audio source configuration |
| worldPosition | Position in world space sound will be triggered at |
◆ CreateAudioSource() [3/4]
| SCR_AudioSource SCR_SoundManagerModule.CreateAudioSource |
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notnull IEntity | owner, |
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string | eventName ) |
When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use when having SCR_SoundDataComponent on the owner entity.
- Parameters
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| owner | Entity soundEvent is linked to |
| eventName | is sound event to play |
◆ CreateAudioSource() [4/4]
When creating AudioSource, basic distance and loudness check is performed to establish, if sound would be audible or not Use, when there is no owner entity for audio source.
- Parameters
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| audioSourceConfiguration | Custom audio source configuration |
| worldPosition | Position in world space sound will play from |
◆ EditorManagerEventsExit()
| void SCR_SoundManagerModule.EditorManagerEventsExit |
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Editor manager events exit.
◆ EditorManagerEventsInit()
| void SCR_SoundManagerModule.EditorManagerEventsInit |
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Editor manager events init.
◆ GetInstance()
◆ OnEditorClose()
| void SCR_SoundManagerModule.OnEditorClose |
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Sets InEditor signal to 0.
◆ OnEditorManagerExit()
Unregisters from open and close editor event listenets.
◆ OnEditorManagerInit()
Registers to open and close editor event listenets.
◆ OnEditorOpen()
| void SCR_SoundManagerModule.OnEditorOpen |
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Sets InEditor signal to 1.
◆ OnInit()
| override void SCR_SoundManagerModule.OnInit |
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◆ OnUpdate()
| override void SCR_SoundManagerModule.OnUpdate |
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float | timeslice | ) |
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◆ PlayAudioSource()
| void SCR_SoundManagerModule.PlayAudioSource |
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notnull SCR_AudioSource | audioSource | ) |
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Plays audiosource AudioSource playback follows after AudioSource creation and signals setup (optional) Use for sounds, when sound is linked to owner entity position.
- Parameters
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| audioSource | AudioSource that is supposed to be played |
◆ SetDynamicRangeSignalValue()
| void SCR_SoundManagerModule.SetDynamicRangeSignalValue |
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Sets GDynamicRange signal value based on game settings.
◆ SetTinnitusSignalValue()
| void SCR_SoundManagerModule.SetTinnitusSignalValue |
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Sets EnableTinnitus signal value based on game settings.
◆ TerminateAll()
| void SCR_SoundManagerModule.TerminateAll |
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Terminates all playing sounds that are not static.
◆ TerminateAudioSource() [1/2]
| void SCR_SoundManagerModule.TerminateAudioSource |
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IEntity | entity | ) |
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Terminates all playing sounds on given entity.
- Parameters
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| entity | All sound events on this entity are terminated |
◆ TerminateAudioSource() [2/2]
| void SCR_SoundManagerModule.TerminateAudioSource |
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SCR_AudioSource | audioSource | ) |
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Terminates given audio source.
- Parameters
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| audioSource | AudioSource to terminate |
◆ DYNAMIC_RANGE_SIGNAL_NAME
| const string SCR_SoundManagerModule.DYNAMIC_RANGE_SIGNAL_NAME = "DynamicRange" |
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◆ G_TINNITUS_SIGNAL_NAME
| const string SCR_SoundManagerModule.G_TINNITUS_SIGNAL_NAME = "GTinnitus" |
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◆ IN_EDITOR_SIGNAL_NAME
| const string SCR_SoundManagerModule.IN_EDITOR_SIGNAL_NAME = "InEditor" |
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The documentation for this interface was generated from the following file:
- Game/Systems/Sound/SCR_SoundManagerModule.c