Sandbox.SoundHandle |
A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
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Sandbox.Sound |
Single source for creating sounds
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Sandbox.Audio.Mixer |
Takes a bunch of sound, changes its volumes, mixes it together, outputs it
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Sandbox.SoundStream |
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Sandbox.Audio.AudioMeter |
Allows the capture and monitor of an audio source
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Sandbox.Audio.AudioProcessor |
Takes a bunch of samples and processes them. It's common for these to be chained together.
It's also common for the processor to store state between calls.
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Sandbox.AudioSurface |
Defines acoustic properties of a surface, which defines how sound will bounce
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Sandbox.Audio.AudioDistanceFloatAttribute |
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Sandbox.Audio.MixBuffer |
Contains 512 samples of audio data, this is used when mixing a single channel
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Sandbox.Audio.MultiChannelBuffer |
Holds up to 8 mix buffers, which usually represent output speakers.
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Sandbox.Audio.DspPresetHandle |
A handle to a DspPreset
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Sandbox.Audio.DspProcessor |
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Sandbox.Audio.MixerSettings |
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Sandbox.Audio.MixerHandle |
A handle to a Mixer
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Sandbox.Audio.AudioChannel |
Represents an audio channel, between 0 and 7. This is used to index into buffers.
This is used rather than an int to avoid unfortuate bugs.
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Sandbox.Audio.PerChannel<T> |
Stores a variable per channel
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Sandbox.Audio.DelayProcessor |
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Sandbox.Audio.HighPassProcessor |
Just a test - don't count on this sticking around
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Sandbox.Audio.LowPassProcessor |
Just a test - don't count on this sticking around
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Sandbox.Audio.PitchProcessor |
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Sandbox.AudioListener |
If this exists and is enabled in a scene, then the client will hear from this point rather than
from the cameras point of view.
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