Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SndComponent.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
12class SndComponent: GenericComponent
13{
15 proto external protected void SetCallbackMask(SndComponentCallbacks mask);
17 proto external protected void SetForceUpdate(bool forceUpdate);
19 proto external protected void SetDisableUpdate(bool forceUpdate);
20 /* Component owner. */
21 proto external IEntity GetOwner();
22 /* Plays sound for given name. */
23 proto external AudioHandle PlayStr(string name);
24 /* Obsolete Returns the index of the given event name or -1 if not found */
25 proto external int GetEventIndex(string name);
26 /* Beginning of sound event scope. */
27 [Obsolete("Not supported, will be removed!")]
28 proto external int SoundEventBegin(string eventName);
29 /* Sets scope parameters and plays the event. */
30 [Obsolete("Not supported, will be removed!")]
31 proto external int SoundEventEnd(int eventBeginId);
33 proto external int GetSignalIndex(string name);
35 proto external void SetSignalValue(int signal, float value);
36 /* Sets signal value by name. */
37 proto external void SetSignalValueStr(string signal, float value);
38 /* Set transformation of all sounds played by this component */
39 proto external void SetTransformation(vector transf[]);
40 /* Set transformation of the sound associated with the given handle */
41 proto external void SetSoundTransformation(AudioHandle handle, vector transf[]);
42 /* Update playback of triggered sounds */
43 proto external void UpdateTrigger();
44 /* Terminate the sound associated with the given handle */
45 proto external void Terminate(AudioHandle handle);
46 /* Terminate all playing sounds associated with this component */
47 proto external void TerminateAll();
48 /* Check if any sound playing on this component */
49 proto external bool IsPlaying();
50 /* Check if sound associated with given handle has finished playing */
51 proto external bool IsFinishedPlaying(AudioHandle handle);
52 /* Returns true if handle is valid. */
53 proto external bool IsHandleValid(AudioHandle handle);
54 /* Fills the given array with the names of all signals found in this component*/
55 proto external void GetSignalNames(out array<string> signalNames);
56
57 // callbacks
58
60 event protected void Update(float dt);
62 event protected void OnUpdateBegin();
64 event protected void OnUpdateEnd();
66 event protected void OnInit(IEntity owner);
68 event protected void OnPostInit(IEntity owner);
70 event protected void OnDelete(IEntity owner);
71}
72
proto external void Terminate(AudioHandle handle)
void SetCallbackMask(SndComponentCallbacks mask)
proto external bool IsPlaying()
proto external void SetSignalValueStr(string signal, float value)
proto external void GetSignalNames(out array< string > signalNames)
void SetDisableUpdate(bool forceUpdate)
proto external AudioHandle PlayStr(string name)
void SetForceUpdate(bool forceUpdate)
proto external bool IsHandleValid(AudioHandle handle)
proto external int GetSignalIndex(string name)
proto external void SetSignalValue(int signal, float value)
proto external void SetTransformation(vector transf[])
void OnUpdateEnd()
void OnInit(IEntity owner)
void Update(float dt)
void OnPostInit(IEntity owner)
proto external void UpdateTrigger()
proto external void TerminateAll()
void OnUpdateBegin()
void OnDelete(IEntity owner)
proto external IEntity GetOwner()
proto external int SoundEventBegin(string eventName)
proto external void SetSoundTransformation(AudioHandle handle, vector transf[])
proto external int GetEventIndex(string name)
proto external int SoundEventEnd(int eventBeginId)
proto external bool IsFinishedPlaying(AudioHandle handle)
SndComponentCallbacks