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 | |