Summary

A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.

Properties

AirAbsorption Should the sound get absorbed by air, so it sounds different at distance
Amplitude Measure of audio loudness.
Decibels
Distance How many units the sound can be heard from.
DistanceAttenuation Should the sound fade out over distance
ElapsedTime
Fadeout The fadeout curve for when the sound stops.
Falloff The falloff curve for the sound.
Finished Sound is done
FollowParent Update our position every frame relative to our parent
IsPlaying Whether the sound is currently playing or not.
IsStopped True if the sound has been stopped
IsValid
LipSync Access lipsync processing.
ListenLocal Place the listener at 0,0,0 facing 1,0,0.
LocalTransform If we're following a parent, our position will be this relative to them.
Loopback If true, then this sound won't be played unless voice_loopback is 1. The assumption is that it's the local user's voice. Amplitude and visme data will still be available!
Name A debug name to help identify the sound
Occlusion Allow this sound to be occluded by geometry etc
OcclusionRadius The radius of this sound's occlusion, allow for partial occlusion
Paused Whether the sound is currently paused or not.
Pitch Pitch of the sound.
Position Position of the sound.
Reflections Enable the sound reflecting off surfaces
Rotation The direction the sound is facing
SampleRate How many samples per second?
SpacialBlend How 3d the sound should be. 0 means no 3d, 1 means fully
TargetMixer Which mixer do we want to write to
Transform This sound's transform
Transmission Should the sound transmit through walls, doors etc
Volume Volume of the sound.

Methods

ClearParent Clear our parent - stop following
Dispose
Stop
Update Called to push changes to a sound immediately, rather than waiting for the next tick. You should call this if you make changes to a sound.

Static Methods

GetActive
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