A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch, etc.
A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch, etc.
Member Name | Summary |
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GetActive | Retrieves a list of active sound handles. |
Member Name | Summary |
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Stop | Stops the sound with an optional fade time. |
Dispose | Disposes of the sound handle, stopping the sound. |
Update | Called to push changes to a sound immediately, rather than waiting for the next tick. Obsolete: This no longer needs to exist. |
ClearParent | Clears the parent, stopping the sound from following. |
Position | Position of the sound. |
Rotation | The direction the sound is facing. |
Transform | This sound's transform. |
Volume | Volume of the sound. |
Name | A debug name to help identify the sound. |
SpacialBlend | How 3D the sound should be. 0 means no 3D, 1 means fully. |
Distance | How many units the sound can be heard from. |
Falloff | The falloff curve for the sound. |
Fadeout | The fadeout curve for when the sound stops. |
Decibels | Obsolete: This is not used anymore. |
Pitch | Pitch of the sound. |
IsPlaying | Whether the sound is currently playing or not. |
Paused | Whether the sound is currently paused or not. |
Finished | Sound is done. |
Reflections | Enable the sound reflecting off surfaces. Obsolete |
Occlusion | Allow this sound to be occluded by geometry etc. |
OcclusionRadius | The radius of this sound's occlusion, allowing for partial occlusion. |
DistanceAttenuation | Should the sound fade out over distance. |
AirAbsorption | Should the sound get absorbed by air, so it sounds different at distance. |
Transmission | Should the sound transmit through walls, doors etc. |
TargetMixer | Which mixer do we want to write to. |
SampleRate | How many samples per second? |
IsStopped | True if the sound has been stopped. |
ElapsedTime | Elapsed time since the sound started. |
ListenLocal | Place the listener at 0,0,0 facing 1,0,0. |
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! |
Amplitude | Measure of audio loudness. |
IsValid | Checks if the sound handle is valid. |
FollowParent | Update our position every frame relative to our parent. |
LocalTransform | If we're following a parent, our position will be this relative to them. |
LipSync | Access lipsync processing. |