data_object Properties 37

AirAbsorption
bool
Should the sound get absorbed by air, so it sounds different at distance
Amplitude
float
Measure of audio loudness.
Decibels
obsoletefloat
Distance
float
How many units the sound can be heard from.
DistanceAttenuation
bool
Should the sound fade out over distance
ElapsedTime
obsoletefloat
Fadein
Curve
The fadein curve for when the sound starts.
Fadeout
Curve
The fadeout curve for when the sound stops.
Falloff
Curve
The falloff curve for the sound.
Finished
bool
Sound is done
FollowParent
bool
Update our position every frame relative to our parent
IsPlaying
bool
Whether the sound is currently playing or not.
IsStopped
bool
True if the sound has been stopped
IsValid
bool
LipSync
LipSyncAccessor
Access lipsync processing.
ListenLocal
bool
Place the listener at 0,0,0 facing 1,0,0.
LocalTransform
Transform
If we're following a parent, our position will be this relative to them.
Loopback
bool
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
string
A debug name to help identify the sound
Occlusion
obsoletebool
Legacy alias for Sandbox.SoundHandle.OcclusionEnabled.
OcclusionEnabled
bool
Allow this sound to be occluded by geometry etc
OcclusionRadius
obsoletefloat
Legacy occlusion radius setting. No longer used by the simulation.
Parent
GameObject
If set with a parent and is true, we will update our position to match the parent's world position. You can use to set an offset from the parent's position. Setting a parent also allows you to use GameObject.StopAllSounds on the parent to stop all sounds that are following it. This is set automatically when calling on a GameObject, but you can set it manually if you want to change the parent of an existing sound handle.
Paused
bool
Whether the sound is currently paused or not.
Pitch
float
Pitch of the sound.
Position
Vector3
Position of the sound.
Reflections
obsoletebool
Legacy alias for Sandbox.SoundHandle.ReverbEnabled.
Reverb
float
How much this sound contributes to room reverb. 1 = full reverb, 0 = completely dry.
ReverbEnabled
bool
Enable reverb simulation for this sound (reflections/late reverb).
Rotation
Rotation
The direction the sound is facing
SampleRate
int
How many samples per second?
SpacialBlend
float
How 3d the sound should be. 0 means no 3d, 1 means fully
TargetMixer
Mixer
Which mixer do we want to write to
Time
float
The current time of the playing sound in seconds. Note: for some formats seeking may be expensive, and some may not support it at all.
Transform
Transform
This sound's transform
Transmission
bool
Legacy transmission toggle. Transmission is now derived from occlusion and material response.
Volume
float
Volume of the sound.

functions Static Methods 1

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