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CScriptBindSound Methods

The methods of the CScriptBindSound class are listed here.

 
Name 
Description 
 
Syntax: Sound.ActivateAudioDevice()
Activates audio device. 
 
Syntax: Sound.AddMusicMoodEvent(pszMood [, fTimeout])
Adds an event for the specified music mood.
 
 
Syntax: Sound.AddSoundFlags() 
 
Syntax: Sound.CreateListener()
Creates a new Listener 
 
Syntax: Sound.DeactivateAudioDevice()
Deactivates the audio device. 
 
Syntax: Sound.EndMusicTheme([nThemeFadeType [, nForceEndLimitInSec [, bEndEverything]]]) 
 
Syntax: Sound.FXEnable( pSound, nEffectNumber )
Enables the specified effect number.
 
 
Syntax: Sound.GetDirectionalAttenuationMaxScale()
Gets the maximum scale of the directional attenuation.
 
 
This is GetMemoryUsage, a member of class CScriptBindSound. 
 
Syntax: Sound.GetMusicMoods(pszTheme)
Gets the music moods for the specified music theme.
 
 
Syntax: Sound.GetMusicStatus()
Gets the music status and logs the value to the console.
 
 
Syntax: Sound.GetMusicThemes()
Gets the music themes.
 
 
Syntax: Sound.GetSoundLength(pSound)
Gets the sound length in seconds. 
 
Syntax: Sound.GetSoundMoodFade(sSoundMoodName)
Gets the fade value for the specified sound mood.
! Get the SoundMood fade value 
 
Syntax: Sound.GetSoundVolume(sound)
Gets sound volume. 
 
Syntax: Sound.IsEvent()
Checks if the sound is an event. Checks for EVENT flag.
! Determine if a sound has the event flag @param nID ID of the sound @return nil or not nil 
 
Syntax: Sound.IsInMusicMood(pszMood)
Checks if we are currently playing the specified music mood.
 
 
Syntax: Sound.IsInMusicTheme(pszTheme)
Checks if we are currently playing the specified music theme.
 
 
Syntax: Sound.IsPlaying()
Checks if the sound is playing. 
 
Syntax: Sound.IsSoundLooped(sound)
will return false also if the given soundid does not exist
! obtain the looping status of a sound @param nID ID of the sound 
 
Syntax: Sound.IsVoice()
Checks if the sound is a voice. Checks for VOICE flag.
! Determine if a sound has the voice flag @param nID ID of the sound @return nil or not nil 
 
Syntax: Sound.LoadSound(sound [,flags [,volume [, min [, clipDistance [, priority [, group]]]]]])
Loads a 3D sound. 
 
Syntax: Sound.LoadMusic(pszFilename) 
 
Syntax: Sound.LoadSound(sound, flags)
Loads the specified sound. 
 
Syntax: Sound.LoadStreamSound(sound, flags)
Loads a stream sound. 
 
Play 
Syntax: Sound.Play( sGroupAndSoundName, vPos, nSoundFlags )
Uses the sound definition of the Handle to play a sound at the position vPos . It returns a unique SoundID that is valid as long as the sound is played. 
 
Syntax: Sound.PlayEx( sGroupAndSoundName, nSoundFlags, fVolume, pos, minRadius, maxRadius )
Play sound file. 
 
Syntax: Sound.PlayPattern(pszPattern, bStopPrevious, bPlaySynched)
Play the named pattern 
 
Syntax: Sound.PlaySound(sound, volumeScale)
Plays a sound.
! Load a streaming sound @param sSound filename of the sound @return nil or sound ID in case of success
int CScriptBindSound::LoadStreamSoundLocalized(IFunctionHandler *pH) { if (pH->GetParamCount()<1 || pH->GetParamCount()>2) { m_pSS->RaiseError("System.LoadStreamSound wrong number of arguments"); return pH->EndFunction(); };
const char *sSound; // int nID; ISound *pSound; pH->GetParam(1,sSound);
int nFlags=0; if (pH->GetParamCount()>1) pH->GetParam(2, nFlags);
string szPath;
ICVar *g_language = gEnv->pConsole->GetCVar("g_language"); assert(g_language);
szPath = "LANGUAGES/"; szPath += g_language->GetString(); szPath += "/"; szPath += sSound;
pSound = m_pSoundSystem->LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound->AddRef();
return pH->EndFunction(ScriptHandle(pSound)); }
return pH->EndFunction();
}
////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a sound, loops... more 
 
Syntax: Sound.PlayStinger()
Plays stinger.
 
 
Syntax: Sound.Precache( sGroupAndSoundName, nPrecacheFlags )
Precaches the sound data used by a sound definition Depending on additional flags and current settings may load the sound data into the memory for later usage. Precaching is optional, sound system can also play not cached sounds, but it can cause small delay before sound playing starts. 
 
Syntax: Sound.RegisterSoundMood(sSoundMoodName)
Registers the specified sound mood. 
 
Syntax: Sound.RegisterWeightedEaxEnvironment( sPresetName, nFullEffectWhenInside, nFlags )
Registers a weighted EAX (Environmental Audio Extension) environment.
! Registers an EAX Preset Area with as being active //! morphing of several EAX Preset Areas is done internally //! Registering the same Preset multiple time will only overwrite the old one @param nPreset one of the presets 
 
Syntax: Sound.RemoveListener(nListenerID)
Removes a Listener 
 
Syntax: Sound.SerializeMusicInternal([bSave])
Serializes the music internal.
 
 
Syntax: Sound.SetDefaultMusicMood(pszMood)
Sets the specified music mood as the default mood.
 
 
Syntax: Sound.SetDirectionalAttenuation( vPos, vDir, fConeInRadians )
Sets a directional attenuation of the sounds.
 
 
Syntax: Sound.SetFadeTime(sound, fadeGoal, fadeTimeInMS)
Sets the fade time for the sound. 
 
Syntax: Sound.SetFXSetParamEQ( pSound, fCenter, fBandwidth, fGain )
Sets some parameters to the sound effect.
 
 
Syntax: Sound.SetListener(nListenerID, vPos, vForward, vTop, bActive, fRecord, vVel)
Sets attributes to a Listener 
 
Syntax: Sound.SetMasterMusicEffectsVolume(newMusicVol)
Set the master volume for music effects. 
 
Syntax: Sound.SetMasterVolumeScale(scale)
Sets the master volume scale. 
 
Syntax: Sound.SetMenuMusic( bPlayMenuMusic, pszTheme, pszMood )
Play (or don't) the specified music on the menu screen. 
 
Syntax: Sound.SetMinMaxDistance(sound, minDist, maxDist)
Sets the minimum and the maximum distances for the sound.
! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heard 
 
Syntax: Sound.SetMusicMood(pszMood [, bPlayFromStart [, bForceChange]])
Sets the specified music mood.
 
 
Syntax: Sound.SetMusicTheme(pszTheme [, bForceChange [, bKeepMood [, nDelayInSec]]])
Sets the music theme.
 
 
Syntax: Sound.SetObstructionOffset(fOffsetInMeters)
Sets the audio obstruction offset in meters in regards to the origin (sound emitter).
 
 
Syntax: Sound.SetParameterValue( SoundID, sParameterName, fParameterValue )
Changes a parameter value of a specific sound (if supported) 
 
Syntax: Sound.SetPauseAllPlaying( bPause )
Sets/unsets pause for all the playing sounds. 
 
Syntax: Sound.SetSoundFrequency(sound, frequency)
Sets the sound frequency.
! Changes the pitch of a sound sound @param nID ID of the sound @param nFrequency Frequency, value range is between 0 and 1000 
 
Syntax: Sound.SetSoundLoop(sound)
Sets the loop flag to a sound.
! Change the looping status of a looped sound @param nID ID of the sound @param nFlag 1/0 to enable/disable looping 
 
Syntax: Sound.SetSoundPaused(sound, paused)
Pauses/resumes the sound.
! Sets the Pause state of a sound @param nID ID of the sound @param bPaused State of Pause Mode 
 
Syntax: Sound.SetSoundPitching(sound, pitching)
Sets the sound pitching.
 
 
Syntax: Sound.SetSoundPosition(sound, pos)
Sets the position of the sound. nSoundHandle can be SoundID or Ptr.
! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector containing the position @see CScriptBindSound::Load3DSound 
 
Syntax: Sound.SetSoundRatio(pSound, fRatio)
Sets the sound ratio.
 
 
Syntax: Sound.SetSoundRelative(sound, isRelative)
Sets/unsets the RELATIVE Flag. If unset, a new valid position has to be set, or the sound stays at the last listener position.
!
int CScriptBindSound::SetLoopPoints(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3);
int nID = 0, iLoopPt1, iLoopPt2; int nCookie=0; _smart_ptrpSound = GetSoundPtr(pH,1);
pH->GetParam(2, iLoopPt1); pH->GetParam(3, iLoopPt2); if (pSound) pSound->SetLoopPoints(iLoopPt1, iLoopPt2);
return pH->EndFunction(); }
!
int CScriptBindSound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2);
pH->GetParamUDVal(1,(int &)pISound,nCookie); pH->GetParam(2, iFlags);
if (pISound && (nCookie==USER_DATA_SOUND)) pISound->AddFlags(iFlags);
return pH->EndFunction(); 
 
Syntax: Sound.SetSoundVolume(sound, volume)
Sets sound volume.
! Change the volume of a sound @param nID ID of the sound @param fVolume volume between 0 and 1 
 
Syntax: Sound.SetWeatherCondition(fWeatherTemperatureInCelsius, fWeatherHumidityAsPercent, fWeatherInversion)
Sets the weather condition.
 
 
Syntax: Sound.Silence()
Silences the sound. 
 
Syntax: Sound.StopSound(sound)
Stops the sound. nSoundHandle can be SoundID or Ptr.
! Stop playing a sound @param nID ID of the sound 
 
Syntax: Sound.UnloadMusic()
Unloads the music.
 
 
Syntax: Sound.UnloadProjects()
Unloads the projects. 
 
Syntax: Sound.UnregisterSoundMood(sSoundMoodName)
Unregisters the specified sound mood. 
 
Syntax: Sound.UnregisterWeightedEaxEnvironment( sPresetName, entityId )
Unregisters a weighted EAX (Environmental Audio Extension) environment.
! Unregisters an active EAX Preset Area 
 
Syntax: Sound.RegisterSoundMood(sSoundMoodName, fFade [, nFadeTimeInMS])
Updates the specified sound mood. 
 
Syntax: Sound.UpdateWeightedEaxEnvironment( sPresetName, fWeight )
Updates a weighted EAX (Environmental Audio Extension) environment.
! Updates an EAX Preset Area with the current blending ratio (0-1) 
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