| ApplyEffect(IMySourceVoice input, MyStringHash effect, MyCueId[] cueIds=null, float?duration=null, bool musicEffect=false) | VRage.Audio.IMyAudio | |
| ApplyReverb | VRage.Audio.IMyAudio | |
| ApplyTransition(MyStringId transitionEnum, int priority=0, MyStringId?category=null, bool loop=true) | VRage.Audio.IMyAudio | |
| CalculateDspSettingsDebug(IMy3DSoundEmitter source) | VRage.Audio.IMyAudio | |
| ChangeGlobalVolume(float level, float time) | VRage.Audio.IMyAudio | |
| CueDefinitions | VRage.Audio.IMyAudio | |
| EnableMasterLimiter(bool enable) | VRage.Audio.IMyAudio | |
| EnableReverb | VRage.Audio.IMyAudio | |
| EnableVoiceChat | VRage.Audio.IMyAudio | |
| GameSoundIsPaused | VRage.Audio.IMyAudio | |
| Get3DSounds() | VRage.Audio.IMyAudio | |
| GetAllMusicCues() | VRage.Audio.IMyAudio | |
| GetCategories() | VRage.Audio.IMyAudio | |
| GetCue(MyCueId cue) | VRage.Audio.IMyAudio | |
| GetSound(MyCueId cueId, IMy3DSoundEmitter source=null, MySoundDimensions type=MySoundDimensions.D2) | VRage.Audio.IMyAudio | |
| GetSound(IMy3DSoundEmitter source, int sampleRate, int channels, MySoundDimensions dimension) | VRage.Audio.IMyAudio | |
| GetSoundInstancesTotal2D() | VRage.Audio.IMyAudio | |
| GetSoundInstancesTotal3D() | VRage.Audio.IMyAudio | |
| GetUpdating3DSoundsCount() | VRage.Audio.IMyAudio | |
| HasAnyTransition() | VRage.Audio.IMyAudio | |
| IsLoopable(MyCueId cueId) | VRage.Audio.IMyAudio | |
| IsValidTransitionCategory(MyStringId transitionCategory, MyStringId musicCategory) | VRage.Audio.IMyAudio | |
| LoadData(MyAudioInitParams initParams, ListReader< MySoundData > cues, ListReader< MyAudioEffect > effects) | VRage.Audio.IMyAudio | |
| MusicAllowed | VRage.Audio.IMyAudio | |
| Mute | VRage.Audio.IMyAudio | |
| MuteHud(bool mute) | VRage.Audio.IMyAudio | |
| Pause() | VRage.Audio.IMyAudio | |
| PauseGameSounds() | VRage.Audio.IMyAudio | |
| PlayMusic(MyMusicTrack?track=null, int priorityForRandom=0) | VRage.Audio.IMyAudio | |
| PlayMusicCue(MyCueId musicCue, bool overrideMusicAllowed) | VRage.Audio.IMyAudio | |
| PlaySound(MyCueId cueId, IMy3DSoundEmitter source=null, MySoundDimensions type=MySoundDimensions.D2, bool skipIntro=false, bool skipToEnd=false) | VRage.Audio.IMyAudio | |
| ReloadData() | VRage.Audio.IMyAudio | |
| ReloadData(ListReader< MySoundData > cues, ListReader< MyAudioEffect > effects) | VRage.Audio.IMyAudio | |
| Resume() | VRage.Audio.IMyAudio | |
| ResumeGameSounds() | VRage.Audio.IMyAudio | |
| SampleRate | VRage.Audio.IMyAudio | |
| SemitonesToFrequencyRatio(float semitones) | VRage.Audio.IMyAudio | |
| SetReverbParameters(float diffusion, float roomSize) | VRage.Audio.IMyAudio | |
| SetSameSoundLimiter() | VRage.Audio.IMyAudio | |
| SoloCue | VRage.Audio.IMyAudio | |
| SourceIsCloseEnoughToPlaySound(Vector3 position, MyCueId cueId, float?customMaxDistance=0) | VRage.Audio.IMyAudio | |
| StopMusic() | VRage.Audio.IMyAudio | |
| StopUpdatingAll3DCues() | VRage.Audio.IMyAudio | |
| UnloadData() | VRage.Audio.IMyAudio | |
| Update(int stepSizeInMS, Vector3 listenerPosition, Vector3 listenerUp, Vector3 listenerFront) | VRage.Audio.IMyAudio | |
| UseSameSoundLimiter | VRage.Audio.IMyAudio | |
| UseVolumeLimiter | VRage.Audio.IMyAudio | |
| VoiceChatEnabled | VRage.Audio.IMyAudio | |
| VolumeGame | VRage.Audio.IMyAudio | |
| VolumeHud | VRage.Audio.IMyAudio | |
| VolumeMusic | VRage.Audio.IMyAudio | |
| VolumeVoiceChat | VRage.Audio.IMyAudio | |
| WriteDebugInfo(StringBuilder sb) | VRage.Audio.IMyAudio | |