class EffectSoundSource
EffectSound › Effect › Managed
All members, including inherited
Wrapper class for managing sound through SEffectManager
Constructors 2
void EffectSound()ctor
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, m_SoundWaveKind, m_SoundWaveStopping, m_SoundWaveVolume, and m_SoundWaveVolumeMaxvoid ~EffectSound()dtor
Members 26
ref ScriptInvoker Event_OnSoundWaveStarted = new ScriptInvoker()\name Event invokers ScriptInvonkers for certain events
ref ScriptInvoker Event_OnSoundWaveEnded = new ScriptInvoker()Show 1 more
, ValidateSoundWave()ref ScriptInvoker Event_OnSoundFadeInStopped = new ScriptInvoker()ref ScriptInvoker Event_OnSoundFadeOutStarted = new ScriptInvoker()protected ref SoundParams m_SoundParams\name Sound objects and structures Objects and structures for the sound
protected ref SoundObjectBuilder m_SoundObjectBuilderprotected ref SoundObject m_SoundObjectShow 7 more
, GetParent(), GetPivotIndex(), SetCurrentLocalPosition(), SetCurrentPosition(), SetParent(), SoundLoadEx(), and SoundPlayEx()protected AbstractWave m_SoundWaveObjectShow 6 more
, SetSoundVolume(), SoundPlayEx(), SoundReset(), SoundStop(), UpdateEvents(), and ValidateSoundWave()protected WaveKind m_SoundWaveKind\name Generic data Generic data for the sound
protected string m_SoundSetNameShow 4 more
, SoundError(), SoundLoadEx(), SoundPlayEx(), and ValidateSoundWave()protected bool m_SoundLoopprotected bool m_SetEnvVariablesprotected bool m_SoundAutodestroyprotected bool m_SoundWaveIsPlayingShow 2 more
, IsSoundPlaying(), and SoundReset()protected float m_SoundWaveLenghtprotected float m_SoundWaveVolumeShow 2 more
, SetSoundVolume(), and SoundReset()protected float m_SoundWaveVolumeMaxprotected float m_SoundWaveTimeprotected int m_SoundDopplerprotected bool m_SoundWaveStarting\name Fading data Data for fadein/fadeout for the sound
protected bool m_SoundWaveStoppingprotected bool m_SoundFadedOutprotected float m_SoundFadeInDurationShow 1 more
, ValidateSoundWave()protected float m_SoundFadeOutStartTimeprotected float m_SoundFadeOutDurationShow 2 more
, SoundStop(), and SoundWaveValidation()protected float m_SoundFadeOutInitVolumeMethods 53
override void InitEffect()init
override string GetDebugName()Override when getting debug information
override EffectType GetEffectType()Get what type of effect the Effect is
Returns: EffectType What type of effect the Effect is
override bool IsSound()Check whether the Effect is EffectSound without casting
Returns: bool Whether the Effect is EffectSound
bool SoundPlayEx(out SoundParams params)Plays sound
paramsSoundParamsSound Parameters for the sound
Returns: bool Whether the sound will start playing
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, AbstractWave.GetEvents(), Effect.GetPosition(), CGame.GetSoundScene(), ScriptInvoker.Insert(), AbstractWave.IsHeaderLoaded(), AbstractSoundScene.Play3D(), SetCurrentLocalPosition(), SoundObject.SetKind(), SoundObject.SetParent(), SoundError(), SoundLoadEx(), Effect.Start(), ValidateSoundWave(), Effect.m_ParentObject, Effect.m_PivotIndex, m_SetEnvVariables, m_SoundObject, m_SoundObjectBuilder, m_SoundParams, m_SoundSetName, m_SoundWaveKind, and m_SoundWaveObjectbool SoundPlay()Plays sound
Returns: bool Whether the sound will start playing
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, CarScript.HandleDoorsSound(), CarScript.HandleEngineSound(), CarScript.HandleSeatAdjustmentSound(), CarScript.PlaySoundEx(), Start(), FlashbangEffect.PlaySound(), SEffectManager.PlaySound(), SEffectManager.PlaySoundEnviroment(), SEffectManager.PlaySoundOnObject(), and Truck_01_Base.OnAnimationPhaseStarted()override void Start()Plays sound
void SoundStop()Stops sound
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, AnniversaryMusicSource.StopAllMusic(), BoatScript.HandleEngineSound(), Bonfire.EEDelete(), Bottle_Base.StopEmptyingLoopSound(), Bottle_Base.StopPouringLoopSound(), Defibrillator.OnIsCharged(), Defibrillator.StopChargedAlarm(), Defibrillator.StopChargingSound(), Stop(), FlareSimulation.~FlareSimulation(), FlashbangEffect.StopSound(), ItemSoundHandler.~ItemSoundHandler(), ItemSoundHandler.StopItemSoundClient(), LandMineTrap.OnActivate(), LandMineTrap.StopDisarmingLoopSound(), LargeTent.StopRepackingLoopSound(), LargeTentBackPack.StopRepackingLoopSound(), Misc_TirePile_Burning_DE.EEDelete(), Object.PlaySoundSetAtMemoryPointLoopedSafe(), and Object.StopSoundSet()override void Stop()Stops sound
protected void SoundReset()Resets EffectSound
bool IsSoundPlaying()Get whether EffectSound is currently playing
Returns: bool Whether EffectSound is currently playing
override bool IsPlaying()Returns true when the effect is playing, false otherwise
bool SoundLoadEx(out SoundParams params)Loads in the sound when it is requested for playing through 'SoundPlayEx'
paramsSoundParamsPossibility of passing in an already existing SoundParams, else one will get created
bool SoundLoad()Loads in the sound when it is requested for playing
bool IsSoundValid()Helper for checking if params are valid
protected void ValidateSoundWave()Gets called to fill in the necessary data when the header has finished loading
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, AbstractWave.GetLength(), ScriptInvoker.Insert(), ScriptInvoker.Insert(), SetSoundLoop(), AbstractWave.SetVolumeRelative(), SoundWaveValidation(), AbstractWave.Stop(), Class.ToString(), UpdateEvents(), Event_OnSoundWaveEnded, AbstractWaveEvents.Event_OnSoundWaveEnded, Event_OnSoundWaveStarted, AbstractWaveEvents.Event_OnSoundWaveStarted, m_SoundFadeInDuration, m_SoundFadeOutStartTime, m_SoundLoop, m_SoundSetName, m_SoundWaveLenght, m_SoundWaveObject, and m_SoundWaveStartingprotected bool SoundWaveValidation()Validation of fade settings
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, m_SoundFadeOutDurationprotected void UpdateEvents()Enables the frame event on the EffectSound
override void Event_OnFrameUpdate(float time_delta)Event called on frame when enabled by SetEnableEventFrame(true)
time_deltafloatTime passed since the previous frame
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, IsSoundPlaying(), AbstractWave.SetDoppler(), SetSoundVolume(), AbstractWave.Stop(), m_SoundDoppler, m_SoundFadedOut, m_SoundFadeInDuration, m_SoundFadeOutDuration, m_SoundFadeOutInitVolume, m_SoundWaveObject, m_SoundWaveStarting, m_SoundWaveStopping, m_SoundWaveTime, and m_SoundWaveVolumeMaxoverride void Event_OnRegistered(int id)Event called from SEffectManager when the Effect is registered
idintID registered in SEffectManager
override void Event_OnUnregistered()Event called from SEffectManager when the Effect is unregistered
void Event_OnSoundWaveStarted()Event called when sound starts playing
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, m_SoundWaveIsPlayingvoid Event_OnSoundWaveEnded()Event called when sound stops playing
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, m_SoundWaveIsPlayingvoid Event_OnSoundFadeInStopped()Event called when sound fade in stops
void Event_OnSoundFadeOutStarted()Event called when sound fade out starts
override void SetAutodestroy(bool auto_destroy)Sets whether Effect automatically cleans up when it stops
auto_destroyboolWhether Effect automatically cleans up when it stops
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, BearTrap.PlaySoundBiteLeg(), BearTrap.PlaySoundOpen(), BoatScript.HandleBoatSplashSound(), BoatScript.PlaySound(), Bottle_Base.StopEmptyingLoopSound(), CarScript.CreateSoundForAnimationSource(), CarScript.HandleEngineSound(), CarScript.PlaySoundEx(), CarWheel.OnWasAttached(), CarWheel.OnWasDetached(), CrashBase.EEInit(), DayZGame.DelayedMidAirDetonation(), DayZGame.OnRPC(), SetSoundAutodestroy(), EntityAI.SoundHardBushFallingPlay(), EntityAI.SoundHardTreeFallingPlay(), EntityAI.SoundSoftBushFallingPlay(), EntityAI.SoundSoftTreeFallingPlay(), FlashbangEffect.PlaySound(), HungerSoundHandlerClient.PlaySound(), ItemBase.PlayAttachSound(), ItemSoundHandler.PlayItemSoundClient(), Land_WarheadStorage_Main.OnDoorCloseFinish(), Land_WarheadStorage_Main.OnDoorCloseStart(), Land_WarheadStorage_Main.OnDoorOpenStart(), Land_WarheadStorage_Main.OnPowerOffClient(), Land_WarheadStorage_Main.OnPowerOnClient(), Land_WarheadStorage_PowerStation.OnVariablesSynchronized(), Land_WarheadStorage_PowerStation.PlayLeverSound(), LandMineTrap.OnActivate(), LandMineTrap.PlaySoundActivate(), LandMineTrap.StartActivate(), Object.PlaySoundSet(), PlayerBase.EEHitByRemote(), PlayerBase.OnPlayerRecievedHit(), ScriptConsoleSoundsTab.HandleKeys(), SpookyEventBase.Perform(), SpookyEventRustle.Do(), TreeEffecter.OnVariablesSynchronized(), TripwireTrap.OnSteppedOn(), and Weapon_Base.OnFireModeChange()override bool IsAutodestroy()Get whether Effect automatically cleans up when it stops
Returns: bool Whether Effect automatically cleans up when it stops
void SetSoundAutodestroy(bool auto_destroy)Sets whether EffectSound automatically cleans up when sound stops
auto_destroyboolWhether EffectSound automatically cleans up when sound stops
bool IsSoundAutodestroy()Get whether EffectSound automatically cleans up when sound stops
Returns: bool Whether EffectSound automatically cleans up when sound stops
override bool CanDestroy()Set parent for the sound to follow
parent_objObjectThe parent for the sound to follow
override Object GetParent()Get parent for the EffectSound
Returns: Object The parent for the EffectSound
override int GetPivotIndex()override Object GetCurrentParent()Get parent for the EffectSound
Returns: Object The parent for the EffectSound
Set the world position of the managed sound
posvectorThe world position of the managed soundupdateCachedboolWhether to update the cached variable
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, Object.WorldToModel(), and m_SoundObjectoverride vector GetCurrentPosition()Get the current world position of the managed sound
Returns: vector The current world position of the managed sound
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, Effect.m_ParentObject, and m_SoundObjectSet the current local position of the managed sound
posvectorThe current local position for the managed soundupdateCachedboolWhether to update the cached variable
override vector GetCurrentLocalPosition()Get the current local position of the managed sound
Returns: vector The current local position of the managed sound
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, SoundObject.GetPosition(), Object.WorldToModel(), m_SoundObject, and vector.Zerovoid SetSoundWaveKind(WaveKind wave_kind)Set WaveKind for the sound
void SetSoundSet(string snd)Set soundset for the sound
sndstringName of the soundset to play
string GetSoundSet()Get soundset for the sound
Returns: string Name of the soundset
void SetSoundLoop(bool loop)Set if the sound loops
loopboolWhether the sound should loop
void SetEnviromentVariables(bool setEnvVariables)Sets whether AddEnvSoundVariables needs to be called during Loading
setEnvVariablesboolWhether AddEnvSoundVariables is called
float GetSoundWaveLenght()Get the sound wave length
Returns: float The sound wave length
float GetSoundWaveLength()Get the sound wave length
Returns: float The sound wave length
void SetSoundVolume(float volume)Set the RELATIVE volume for the sound
volumefloatThe relative volume for the sound
float GetSoundVolume()Get the RELATIVE volume set by 'SetSoundVolume'
Returns: float The relative volume for the sound set by 'SetSoundVolume'
void SetSoundMaxVolume(float volume)Set the sound max volume
volumefloatThe maximum volume for the sound
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, m_SoundWaveVolumeMaxfloat GetSoundWaveTime()Get the time since EffectSound started playing
Returns: float The time since EffectSound started playing
void SetSoundFadeIn(float fade_in)Set the sound fade in duration
fade_infloatThe fade in duration
void SetSoundFadeOut(float fade_out)Set the sound fade out duration
fade_outfloatThe fade out duration
void SetDoppler(bool setDoppler)Set if the sound has the doppler effect enabled
setDopplerfloatIf the doppler effect is enabled
protected void SoundError(string err_msg)Helper for throwing sound errors