Space Engineers
Public Member Functions | Static Public Member Functions | Static Public Attributes | Protected Member Functions | List of all members
Sandbox.Game.World.MyAudioComponent Class Reference
Inheritance diagram for Sandbox.Game.World.MyAudioComponent:
VRage.Game.Components.MySessionComponentBase VRage.Game.Components.Interfaces.IMyUserInputComponent

Public Member Functions

override void UpdateBeforeSimulation ()
 
- Public Member Functions inherited from VRage.Game.Components.MySessionComponentBase
virtual bool UpdatedBeforeInit ()
 
 MySessionComponentBase ()
 
void SetUpdateOrder (MyUpdateOrder order)
 
virtual void InitFromDefinition (MySessionComponentDefinition definition)
 
virtual void Init (MyObjectBuilder_SessionComponent sessionComponent)
 
virtual MyObjectBuilder_SessionComponent GetObjectBuilder ()
 
void AfterLoadData ()
 
void UnloadDataConditional ()
 
virtual void LoadData ()
 
virtual void SaveData ()
 
virtual void BeforeStart ()
 
virtual void Simulate ()
 
virtual void UpdateAfterSimulation ()
 
virtual void UpdatingStopped ()
 
virtual void Draw ()
 
virtual void HandleInput ()
 
override string ToString ()
 

Static Public Member Functions

static MyEntity3DSoundEmitter TryGetSoundEmitter ()
 Use this only for 3d one-time nonloop sounds, emitter returns to pool after the sound is played Dont forget to set your entity More...
 
static MyEntity3DSoundEmitter CreateNewLibraryEmitter (string id, MyEntity entity=null)
 
static MyEntity3DSoundEmitter GetLibraryEmitter (string id)
 
static void RemoveLibraryEmitter (string id)
 
static bool PlayContactSound (long entityId, MyStringId strID, Vector3D position, MyStringHash materialA, MyStringHash materialB, float volume=1, Func< bool > canHear=null, Func< bool > shouldPlay2D=null, MyEntity surfaceEntity=null, float separatingVelocity=0f)
 
static void PlayDestructionSound (MyFracturedPiece fp)
 
static void PlayDestructionSound (MySlimBlock b)
 

Static Public Attributes

static ConcurrentDictionary< long, byte > ContactSoundsPool = new ConcurrentDictionary<long, byte>()
 

Protected Member Functions

override void UnloadData ()
 

Additional Inherited Members

- Public Attributes inherited from VRage.Game.Components.MySessionComponentBase
readonly string DebugName
 
readonly int Priority
 
readonly Type ComponentType
 
IMySession Session
 
- Properties inherited from VRage.Game.Components.MySessionComponentBase
MyUpdateOrder UpdateOrder [get]
 
MyObjectBuilderType ObjectBuilderType [get]
 
bool Loaded [get]
 
bool Initialized [get]
 
MyDefinitionId Definition [get, set]
 
virtual Type[] Dependencies [get]
 
virtual bool IsRequiredByGame [get]
 Indicates whether a session component should be used in current configuration. Example: MyDestructionData component returns true only when game uses Havok Destruction More...
 

Detailed Description

Definition at line 25 of file MyAudioComponent.cs.

Member Function Documentation

static MyEntity3DSoundEmitter Sandbox.Game.World.MyAudioComponent.CreateNewLibraryEmitter ( string  id,
MyEntity  entity = null 
)
inlinestatic

Definition at line 147 of file MyAudioComponent.cs.

static MyEntity3DSoundEmitter Sandbox.Game.World.MyAudioComponent.GetLibraryEmitter ( string  id)
inlinestatic

Definition at line 160 of file MyAudioComponent.cs.

static bool Sandbox.Game.World.MyAudioComponent.PlayContactSound ( long  entityId,
MyStringId  strID,
Vector3D  position,
MyStringHash  materialA,
MyStringHash  materialB,
float  volume = 1,
Func< bool >  canHear = null,
Func< bool >  shouldPlay2D = null,
MyEntity  surfaceEntity = null,
float  separatingVelocity = 0f 
)
inlinestatic

Definition at line 177 of file MyAudioComponent.cs.

static void Sandbox.Game.World.MyAudioComponent.PlayDestructionSound ( MyFracturedPiece  fp)
inlinestatic

Definition at line 279 of file MyAudioComponent.cs.

static void Sandbox.Game.World.MyAudioComponent.PlayDestructionSound ( MySlimBlock  b)
inlinestatic

Definition at line 299 of file MyAudioComponent.cs.

static void Sandbox.Game.World.MyAudioComponent.RemoveLibraryEmitter ( string  id)
inlinestatic

Definition at line 168 of file MyAudioComponent.cs.

static MyEntity3DSoundEmitter Sandbox.Game.World.MyAudioComponent.TryGetSoundEmitter ( )
inlinestatic

Use this only for 3d one-time nonloop sounds, emitter returns to pool after the sound is played Dont forget to set your entity

Returns
Emitter or null if none is avaliable in pool

Definition at line 80 of file MyAudioComponent.cs.

override void Sandbox.Game.World.MyAudioComponent.UnloadData ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Components.MySessionComponentBase.

Definition at line 136 of file MyAudioComponent.cs.

override void Sandbox.Game.World.MyAudioComponent.UpdateBeforeSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MySessionComponentBase.

Definition at line 39 of file MyAudioComponent.cs.

Member Data Documentation

ConcurrentDictionary<long, byte> Sandbox.Game.World.MyAudioComponent.ContactSoundsPool = new ConcurrentDictionary<long, byte>()
static

Definition at line 27 of file MyAudioComponent.cs.


The documentation for this class was generated from the following file: