Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
BaseSoundComponent.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
12class BaseSoundComponentClass: GenericComponentClass
13{
14}
15
16class BaseSoundComponent: GenericComponent
17{
18 /* Fills the given array with the names of all sound events found in this component */
19 proto external int GetEvents(out array<string> events);
20 /* Returns the index of the given event name or -1 if not found */
21 proto external int GetEventIndex(string name);
22 /* Fills the given array with the names of all signals found in this component*/
23 proto external void GetSignalNames(out array<string> signalNames);
24 /* Returns the index of the given signal name or -1 if not found. */
25 proto external int GetSignalIndex(string name);
26 /* Set signal value by index. See: GetSignalIndex method */
27 proto external void SetSignalValue(int index, float value);
28 /* Set signal value by name */
29 proto external void SetSignalValueStr(string signal, float value);
30 /* Play sound event by name */
31 proto external AudioHandle PlayStr(string name);
32 /* Play sound event by index. See: GetEventIndex method */
33 proto external AudioHandle Play(int name);
34 /* Update playback of triggered sounds */
35 proto external void UpdateTrigger();
36 /* Terminate all playing sounds associated with this component */
37 proto external void TerminateAll();
38 /* Terminate the sound associated with the given handle */
39 proto external void Terminate(AudioHandle handle);
40 /* Check if sound associated with given handle has finished playing */
41 proto external bool IsFinishedPlaying(AudioHandle handle);
42 /* Check if any sound playing on this component */
43 proto external bool IsPlaying();
44 /* Check if handle is valid */
45 proto external bool IsHandleValid(AudioHandle handle);
46 /* Set transformation of all sounds played by this component */
47 proto external void SetTransformation(vector transf[]);
48 /* Set transformation of the sound associated with the given handle */
49 proto external void SetSoundTransformation(AudioHandle handle, vector transf[]);
50 /* Enable debug mode. */
51 proto external void SetDebug(bool value);
52 /* Set mute mode. */
53 proto external void SetMute(bool value);
54 /* Returns the overall gain of the sound associated with the given handle */
55 proto external float GetGain(AudioHandle handle);
56}
57
void Terminate(bool fadeOut=true)
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
proto external bool IsFinishedPlaying(AudioHandle handle)
proto external int GetEventIndex(string name)
proto external void SetTransformation(vector transf[])
proto external void GetSignalNames(out array< string > signalNames)
proto external float GetGain(AudioHandle handle)
proto external void SetMute(bool value)
proto external bool IsPlaying()
Check whether the animation is being played at the moment.
proto external void SetDebug(bool value)
proto external void SetSoundTransformation(AudioHandle handle, vector transf[])
proto external void UpdateTrigger()
proto external AudioHandle PlayStr(string name)
proto external void TerminateAll()
proto external bool IsHandleValid(AudioHandle handle)
BaseSoundComponentClass GenericComponentClass GetEvents(out array< string > events)
bool Play()
Start playing the animation. Call 'Prepare' first if you need to change the setup of a component!
proto external void SetSignalValueStr(string signal, float value)
Set signal value by signal name.
proto external void SetSignalValue(int index, float value)
Set signal value by 'index'. Index is obtained by GetSignalIndex method.
proto external int GetSignalIndex(string name)
Get index for signal name. Return -1 if signal not found.