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Parameters |
Description |
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int const nObstructionCalcType |
Obstruction/Occlusion calculation type; ! Possible values: ! 0 - ignore Obstruction/Occlusion ! 1 - use single physics ray ! 2 - use multiple physics rays (currently 5 per object) |
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ScriptHandle const hAudioProxyLocalID |
ID of the AuxAudioProxy local to the EntityAudioProxy (to address the default AuxAudioProxy pass 1 to address all AuxAudioProxies pass 0) |
nil
!
! Set the Audio Obstruction/Occlusion calculation type on the underlying GameAudioObject.!
!
!
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Copyright (c) 2012. All rights reserved.
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