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SCR_LongRangeSoundSystem.c
Go to the documentation of this file.
1
class
SCR_LongRangeSoundSystem
:
LongRangeSoundSystem
2
{
3
override
protected
void
SoundEventTriggered
(
vector
position
,
ResourceName
soundProject,
string
soundEventName)
4
{
5
SCR_SoundManagerModule
soundManager =
SCR_SoundManagerModule
.GetInstance(GetWorld());
6
if
(!soundManager)
7
return
;
8
9
SCR_AudioSourceConfiguration sourceConfig =
new
SCR_AudioSourceConfiguration();
10
sourceConfig.m_sSoundProject = soundProject;
11
sourceConfig.m_sSoundEventName = soundEventName;
12
sourceConfig.m_eFlags |=
EAudioSourceConfigurationFlag
.FinishWhenEntityDestroyed |
EAudioSourceConfigurationFlag
.Static |
EAudioSourceConfigurationFlag
.EnvironmentSignals;
13
14
if
(!sourceConfig.IsValid())
15
return
;
16
17
SCR_AudioSource
audioSource = soundManager.CreateAudioSource(sourceConfig,
position
);
18
19
if
(!audioSource)
20
return
;
21
22
soundManager.PlayAudioSource(audioSource);
23
}
24
}
SCR_AudioSource
void SCR_AudioSource(SCR_AudioSourceConfiguration audioSourceConfiguration, vector mat[4])
Definition
SCR_AudioSource.c:139
EAudioSourceConfigurationFlag
EAudioSourceConfigurationFlag
Definition
SCR_AudioSourceConfiguration.c:2
position
vector position
Definition
SCR_DestructibleTreeV2.c:30
LongRangeSoundSystem
Definition
LongRangeSoundSystem.c:13
ResourceName
Definition
ResourceName.c:13
SCR_LongRangeSoundSystem
Definition
SCR_LongRangeSoundSystem.c:2
SCR_LongRangeSoundSystem::SoundEventTriggered
void SoundEventTriggered(vector position, ResourceName soundProject, string soundEventName)
Definition
SCR_LongRangeSoundSystem.c:3
SCR_SoundManagerModule
Definition
SCR_SoundManagerModule.c:12
vector
Definition
vector.c:13
scripts
Game
Systems
SCR_LongRangeSoundSystem.c
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