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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...
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static MyEntity3DSoundEmitter | CreateNewLibraryEmitter (string id, MyEntity entity=null) |
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static MyEntity3DSoundEmitter | GetLibraryEmitter (string id) |
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static void | RemoveLibraryEmitter (string id) |
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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) |
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static void | PlayDestructionSound (MyFracturedPiece fp) |
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static void | PlayDestructionSound (MySlimBlock b) |
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static ConcurrentDictionary< long, byte > | ContactSoundsPool = new ConcurrentDictionary<long, byte>() |
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Definition at line 25 of file MyAudioComponent.cs.
static bool Sandbox.Game.World.MyAudioComponent.PlayContactSound |
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long |
entityId, |
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MyStringId |
strID, |
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Vector3D |
position, |
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MyStringHash |
materialA, |
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MyStringHash |
materialB, |
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float |
volume = 1 , |
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Func< bool > |
canHear = null , |
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Func< bool > |
shouldPlay2D = null , |
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MyEntity |
surfaceEntity = null , |
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float |
separatingVelocity = 0f |
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) |
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inlinestatic |
static void Sandbox.Game.World.MyAudioComponent.PlayDestructionSound |
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MyFracturedPiece |
fp | ) |
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inlinestatic |
static void Sandbox.Game.World.MyAudioComponent.PlayDestructionSound |
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MySlimBlock |
b | ) |
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inlinestatic |
static void Sandbox.Game.World.MyAudioComponent.RemoveLibraryEmitter |
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string |
id | ) |
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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 |
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inlineprotectedvirtual |
override void Sandbox.Game.World.MyAudioComponent.UpdateBeforeSimulation |
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inlinevirtual |
ConcurrentDictionary<long, byte> Sandbox.Game.World.MyAudioComponent.ContactSoundsPool = new ConcurrentDictionary<long, byte>() |
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static |
The documentation for this class was generated from the following file: