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