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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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Warhorse ScripBind documentation</div>
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CScriptBindSound Methods</div>
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The methods of the CScriptBindSound class are listed here.</p></div>
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<a onclick="toggleVisibilityStored('436C617373');" class="a_Element14"><img src="btn_collapse_2.gif" border="0" alt="" title="" id="img436C617373" />Class</a></div>
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<p class="Element10">
<a href="CScriptBindSound.html">Sound</a></p></div>
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<a onclick="toggleVisibilityStored('5075626C6963204D6574686F6473');" class="a_Element14"><img src="btn_collapse_2.gif" border="0" alt="" title="" id="img5075626C6963204D6574686F6473" />Public Methods</a></div>
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Name </div></td><td class="Element204" valign="top" width="60%">
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Description </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__ActivateAudioDevice@IFunctionHandler__.html">ActivateAudioDevice</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.ActivateAudioDevice()<br />Activates audio device. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__AddMusicMoodEvent@IFunctionHandler__.html">AddMusicMoodEvent</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.AddMusicMoodEvent(pszMood [, fTimeout])<br />Adds an event for the specified music mood.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__AddSoundFlags@IFunctionHandler__.html">AddSoundFlags</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.AddSoundFlags() </div></td></tr><tr>
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<a href="CScriptBindSound__CreateListener@IFunctionHandler__.html">CreateListener</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.CreateListener()<br />Creates a new Listener </div></td></tr><tr>
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<a href="CScriptBindSound__DeactivateAudioDevice@IFunctionHandler__.html">DeactivateAudioDevice</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.DeactivateAudioDevice()<br />Deactivates the audio device. </div></td></tr><tr>
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<a href="CScriptBindSound__EndMusicTheme@IFunctionHandler__.html">EndMusicTheme</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.EndMusicTheme([nThemeFadeType [, nForceEndLimitInSec [, bEndEverything]]]) </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__FXEnable@IFunctionHandler__.html">FXEnable</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.FXEnable( pSound, nEffectNumber )<br />Enables the specified effect number.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__GetDirectionalAttenuationMaxScale@IFunctionHandler__.html">GetDirectionalAttenuationMaxScale</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetDirectionalAttenuationMaxScale()<br />Gets the maximum scale of the directional attenuation.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /><img src="indicator_virtual.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__GetMemoryUsage@ICrySizer__@const.html">GetMemoryUsage</a> </div></td><td class="Element206" valign="top" width="60%">
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This is GetMemoryUsage, a member of class CScriptBindSound. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__GetMusicMoods@IFunctionHandler__.html">GetMusicMoods</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetMusicMoods(pszTheme)<br />Gets the music moods for the specified music theme.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__GetMusicStatus@IFunctionHandler__.html">GetMusicStatus</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetMusicStatus()<br />Gets the music status and logs the value to the console.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__GetMusicThemes@IFunctionHandler__.html">GetMusicThemes</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetMusicThemes()<br />Gets the music themes.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__GetSoundLength@IFunctionHandler__.html">GetSoundLength</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetSoundLength(pSound)<br />Gets the sound length in seconds. </div></td></tr><tr>
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<a href="CScriptBindSound__GetSoundMoodFade@IFunctionHandler__@char__.html">GetSoundMoodFade</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetSoundMoodFade(sSoundMoodName)<br />Gets the fade value for the specified sound mood.<br />! Get the SoundMood fade value </div></td></tr><tr>
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<a href="CScriptBindSound__GetSoundVolume@IFunctionHandler__.html">GetSoundVolume</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.GetSoundVolume(sound)<br />Gets sound volume. </div></td></tr><tr>
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<a href="CScriptBindSound__IsEvent@IFunctionHandler__@ScriptHandle.html">IsEvent</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.IsEvent()<br />Checks if the sound is an event. Checks for EVENT flag.<br />! Determine if a sound has the event flag @param nID ID of the sound @return nil or not nil </div></td></tr><tr>
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<a href="CScriptBindSound__IsInMusicMood@IFunctionHandler__.html">IsInMusicMood</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.IsInMusicMood(pszMood)<br />Checks if we are currently playing the specified music mood.<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__IsInMusicTheme@IFunctionHandler__.html">IsInMusicTheme</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.IsInMusicTheme(pszTheme)<br />Checks if we are currently playing the specified music theme.<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__IsPlaying@IFunctionHandler__.html">IsPlaying</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.IsPlaying()<br />Checks if the sound is playing. </div></td></tr><tr>
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<a href="CScriptBindSound__IsSoundLooped@IFunctionHandler__.html">IsSoundLooped</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.IsSoundLooped(sound)<br />will return false also if the given soundid does not exist<br />! obtain the looping status of a sound @param nID ID of the sound </div></td></tr><tr>
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<a href="CScriptBindSound__IsVoice@IFunctionHandler__@ScriptHandle.html">IsVoice</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.IsVoice()<br />Checks if the sound is a voice. Checks for VOICE flag.<br />! Determine if a sound has the voice flag @param nID ID of the sound @return nil or not nil </div></td></tr><tr>
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<a href="CScriptBindSound__Load3DSound@IFunctionHandler__.html">Load3DSound</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.LoadSound(sound [,flags [,volume [, min [, clipDistance [, priority [, group]]]]]])<br />Loads a 3D sound. </div></td></tr><tr>
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<a href="CScriptBindSound__LoadMusic@IFunctionHandler__.html">LoadMusic</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.LoadMusic(pszFilename) </div></td></tr><tr>
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<a href="CScriptBindSound__LoadSound@IFunctionHandler__.html">LoadSound</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.LoadSound(sound, flags)<br />Loads the specified sound. </div></td></tr><tr>
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<a href="CScriptBindSound__LoadStreamSound@IFunctionHandler__.html">LoadStreamSound</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.LoadStreamSound(sound, flags)<br />Loads a stream sound. </div></td></tr><tr>
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<a href="CScriptBindSound__Play@IFunctionHandler__@char__@Vec3@uint32@uint32@uint32.html">Play</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.Play( sGroupAndSoundName, vPos, nSoundFlags )<br />Uses the sound definition of the Handle to play a sound at the position vPos . It returns a unique SoundID that is valid as long as the sound is played. </div></td></tr><tr>
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<a href="CScriptBindSound__PlayEx@IFunctionHandler__@char__@Vec3@uint32@uint32@float@float@float@uint32.html">PlayEx</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.PlayEx( sGroupAndSoundName, nSoundFlags, fVolume, pos, minRadius, maxRadius )<br />Play sound file. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__PlayPattern@IFunctionHandler__.html">PlayPattern</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.PlayPattern(pszPattern, bStopPrevious, bPlaySynched)<br />Play the named pattern </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__PlaySound@IFunctionHandler__.html">PlaySound</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.PlaySound(sound, volumeScale)<br />Plays a sound.<br />! Load a streaming sound @param sSound filename of the sound @return nil or sound ID in case of success<br />int CScriptBindSound::LoadStreamSoundLocalized(IFunctionHandler *pH) { if (pH->GetParamCount()<1 || pH->GetParamCount()>2) { m_pSS->RaiseError("System.LoadStreamSound wrong number of arguments"); return pH->EndFunction(); };<br />const char *sSound; // int nID; ISound *pSound; pH->GetParam(1,sSound);<br />int nFlags=0; if (pH->GetParamCount()>1) pH->GetParam(2, nFlags);<br />string szPath;<br />ICVar *g_language = gEnv->pConsole->GetCVar("g_language"); assert(g_language);<br />szPath = "LANGUAGES/"; szPath += g_language->GetString(); szPath += "/"; szPath += sSound;<br />pSound = m_pSoundSystem->LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound->AddRef();<br />return pH->EndFunction(ScriptHandle(pSound)); }<br />return pH->EndFunction();<br />}<br />////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a sound, loops... <a href="CScriptBindSound__PlaySound@IFunctionHandler__.html">more</a> </div></td></tr><tr>
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<a href="CScriptBindSound__PlayStinger@IFunctionHandler__.html">PlayStinger</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.PlayStinger()<br />Plays stinger.<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__Precache@IFunctionHandler__@char__@uint32.html">Precache</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.Precache( sGroupAndSoundName, nPrecacheFlags )<br />Precaches the sound data used by a sound definition Depending on additional flags and current settings may load the sound data into the memory for later usage. Precaching is optional, sound system can also play not cached sounds, but it can cause small delay before sound playing starts. </div></td></tr><tr>
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<a href="CScriptBindSound__RegisterSoundMood@IFunctionHandler__@char__.html">RegisterSoundMood</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.RegisterSoundMood(sSoundMoodName)<br />Registers the specified sound mood. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__RegisterWeightedEaxEnvironment@IFunctionHandler__.html">RegisterWeightedEaxEnvironment</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.RegisterWeightedEaxEnvironment( sPresetName, nFullEffectWhenInside, nFlags )<br />Registers a weighted EAX (Environmental Audio Extension) environment.<br />! Registers an EAX Preset Area with as being active //! morphing of several EAX Preset Areas is done internally //! Registering the same Preset multiple time will only overwrite the old one @param nPreset one of the presets </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__RemoveListener@IFunctionHandler__@int.html">RemoveListener</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.RemoveListener(nListenerID)<br />Removes a Listener </div></td></tr><tr>
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<a href="CScriptBindSound__SerializeMusicInternal@IFunctionHandler__.html">SerializeMusicInternal</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SerializeMusicInternal([bSave])<br />Serializes the music internal.<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__SetDefaultMusicMood@IFunctionHandler__.html">SetDefaultMusicMood</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetDefaultMusicMood(pszMood)<br />Sets the specified music mood as the default mood.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetDirectionalAttenuation@IFunctionHandler__.html">SetDirectionalAttenuation</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetDirectionalAttenuation( vPos, vDir, fConeInRadians )<br />Sets a directional attenuation of the sounds.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetFadeTime@IFunctionHandler__.html">SetFadeTime</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetFadeTime(sound, fadeGoal, fadeTimeInMS)<br />Sets the fade time for the sound. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetFXSetParamEQ@IFunctionHandler__.html">SetFXSetParamEQ</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetFXSetParamEQ( pSound, fCenter, fBandwidth, fGain )<br />Sets some parameters to the sound effect.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetListener@IFunctionHandler__@int@Vec3@Vec3@Vec3@Vec3@bool@float.html">SetListener</a> </div></td><td class="Element206" valign="top" width="60%">
<div class="Element207">
Syntax: Sound.SetListener(nListenerID, vPos, vForward, vTop, bActive, fRecord, vVel)<br />Sets attributes to a Listener </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetMasterMusicEffectsVolume@IFunctionHandler__.html">SetMasterMusicEffectsVolume</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetMasterMusicEffectsVolume(newMusicVol)<br />Set the master volume for music effects. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetMasterVolumeScale@IFunctionHandler__.html">SetMasterVolumeScale</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetMasterVolumeScale(scale)<br />Sets the master volume scale. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetMenuMusic@IFunctionHandler__.html">SetMenuMusic</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetMenuMusic( bPlayMenuMusic, pszTheme, pszMood )<br />Play (or don't) the specified music on the menu screen. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetMinMaxDistance@IFunctionHandler__.html">SetMinMaxDistance</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetMinMaxDistance(sound, minDist, maxDist)<br />Sets the minimum and the maximum distances for the sound.<br />! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heard </div></td></tr><tr>
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<a href="CScriptBindSound__SetMusicMood@IFunctionHandler__.html">SetMusicMood</a> </div></td><td class="Element206" valign="top" width="60%">
<div class="Element207">
Syntax: Sound.SetMusicMood(pszMood [, bPlayFromStart [, bForceChange]])<br />Sets the specified music mood.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetMusicTheme@IFunctionHandler__.html">SetMusicTheme</a> </div></td><td class="Element206" valign="top" width="60%">
<div class="Element207">
Syntax: Sound.SetMusicTheme(pszTheme [, bForceChange [, bKeepMood [, nDelayInSec]]])<br />Sets the music theme.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetObstructionOffset@IFunctionHandler_.html">SetObstructionOffset</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetObstructionOffset(fOffsetInMeters)<br />Sets the audio obstruction offset in meters in regards to the origin (sound emitter).<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__SetParameterValue@IFunctionHandler__@ScriptHandle@char__@float.html">SetParameterValue</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetParameterValue( SoundID, sParameterName, fParameterValue )<br />Changes a parameter value of a specific sound (if supported) </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetPauseAllPlaying@IFunctionHandler__@bool.html">SetPauseAllPlaying</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetPauseAllPlaying( bPause )<br />Sets/unsets pause for all the playing sounds. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetSoundFrequency@IFunctionHandler__.html">SetSoundFrequency</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundFrequency(sound, frequency)<br />Sets the sound frequency.<br />! Changes the pitch of a sound sound @param nID ID of the sound @param nFrequency Frequency, value range is between 0 and 1000 </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetSoundLoop@IFunctionHandler__.html">SetSoundLoop</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundLoop(sound)<br />Sets the loop flag to a sound.<br />! Change the looping status of a looped sound @param nID ID of the sound @param nFlag 1/0 to enable/disable looping </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetSoundPaused@IFunctionHandler__.html">SetSoundPaused</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundPaused(sound, paused)<br />Pauses/resumes the sound.<br />! Sets the Pause state of a sound @param nID ID of the sound @param bPaused State of Pause Mode </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetSoundPitching@IFunctionHandler__.html">SetSoundPitching</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundPitching(sound, pitching)<br />Sets the sound pitching.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetSoundPosition@IFunctionHandler__.html">SetSoundPosition</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundPosition(sound, pos)<br />Sets the position of the sound. nSoundHandle can be SoundID or Ptr.<br />! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector containing the position @see CScriptBindSound::Load3DSound </div></td></tr><tr>
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<a href="CScriptBindSound__SetSoundRatio@IFunctionHandler__.html">SetSoundRatio</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundRatio(pSound, fRatio)<br />Sets the sound ratio.<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__SetSoundRelative@IFunctionHandler__.html">SetSoundRelative</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundRelative(sound, isRelative)<br />Sets/unsets the RELATIVE Flag. If unset, a new valid position has to be set, or the sound stays at the last listener position.<br />!<br />int CScriptBindSound::SetLoopPoints(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3);<br />int nID = 0, iLoopPt1, iLoopPt2; int nCookie=0; _smart_ptrpSound = GetSoundPtr(pH,1);<br />pH->GetParam(2, iLoopPt1); pH->GetParam(3, iLoopPt2); if (pSound) pSound->SetLoopPoints(iLoopPt1, iLoopPt2);<br />return pH->EndFunction(); }<br />!<br />int CScriptBindSound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2);<br />pH->GetParamUDVal(1,(int &)pISound,nCookie); pH->GetParam(2, iFlags);<br />if (pISound && (nCookie==USER_DATA_SOUND)) pISound->AddFlags(iFlags);<br />return pH->EndFunction(); </div></td></tr><tr>
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<a href="CScriptBindSound__SetSoundVolume@IFunctionHandler__.html">SetSoundVolume</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetSoundVolume(sound, volume)<br />Sets sound volume.<br />! Change the volume of a sound @param nID ID of the sound @param fVolume volume between 0 and 1 </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__SetWeatherCondition@IFunctionHandler__.html">SetWeatherCondition</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.SetWeatherCondition(fWeatherTemperatureInCelsius, fWeatherHumidityAsPercent, fWeatherInversion)<br />Sets the weather condition.<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__Silence@IFunctionHandler__.html">Silence</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.Silence()<br />Silences the sound. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__StopSound@IFunctionHandler__.html">StopSound</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.StopSound(sound)<br />Stops the sound. nSoundHandle can be SoundID or Ptr.<br />! Stop playing a sound @param nID ID of the sound </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__UnloadMusic@IFunctionHandler__.html">UnloadMusic</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.UnloadMusic()<br />Unloads the music.<br /> </div></td></tr><tr>
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<a href="CScriptBindSound__UnloadProjects@IFunctionHandler__.html">UnloadProjects</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.UnloadProjects()<br />Unloads the projects. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__UnregisterSoundMood@IFunctionHandler__@char__.html">UnregisterSoundMood</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.UnregisterSoundMood(sSoundMoodName)<br />Unregisters the specified sound mood. </div></td></tr><tr>
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<a href="CScriptBindSound__UnregisterWeightedEaxEnvironment@IFunctionHandler__.html">UnregisterWeightedEaxEnvironment</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.UnregisterWeightedEaxEnvironment( sPresetName, entityId )<br />Unregisters a weighted EAX (Environmental Audio Extension) environment.<br />! Unregisters an active EAX Preset Area </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__UpdateSoundMood@IFunctionHandler__@char__@float@uint32.html">UpdateSoundMood</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.RegisterSoundMood(sSoundMoodName, fFade [, nFadeTimeInMS])<br />Updates the specified sound mood. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="CScriptBindSound__UpdateWeightedEaxEnvironment@IFunctionHandler__.html">UpdateWeightedEaxEnvironment</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: Sound.UpdateWeightedEaxEnvironment( sPresetName, fWeight )<br />Updates a weighted EAX (Environmental Audio Extension) environment.<br />! Updates an EAX Preset Area with the current blending ratio (0-1) </div></td></tr></table></div></div>
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