Space Engineers
VRage.Audio.IMyAudio Member List

This is the complete list of members for VRage.Audio.IMyAudio, including all inherited members.

ApplyEffect(IMySourceVoice input, MyStringHash effect, MyCueId[] cueIds=null, float?duration=null, bool musicEffect=false)VRage.Audio.IMyAudio
ApplyReverbVRage.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
CueDefinitionsVRage.Audio.IMyAudio
EnableMasterLimiter(bool enable)VRage.Audio.IMyAudio
EnableReverbVRage.Audio.IMyAudio
EnableVoiceChatVRage.Audio.IMyAudio
GameSoundIsPausedVRage.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
MusicAllowedVRage.Audio.IMyAudio
MuteVRage.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
SampleRateVRage.Audio.IMyAudio
SemitonesToFrequencyRatio(float semitones)VRage.Audio.IMyAudio
SetReverbParameters(float diffusion, float roomSize)VRage.Audio.IMyAudio
SetSameSoundLimiter()VRage.Audio.IMyAudio
SoloCueVRage.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
UseSameSoundLimiterVRage.Audio.IMyAudio
UseVolumeLimiterVRage.Audio.IMyAudio
VoiceChatEnabledVRage.Audio.IMyAudio
VolumeGameVRage.Audio.IMyAudio
VolumeHudVRage.Audio.IMyAudio
VolumeMusicVRage.Audio.IMyAudio
VolumeVoiceChatVRage.Audio.IMyAudio
WriteDebugInfo(StringBuilder sb)VRage.Audio.IMyAudio