DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ PlaySound()

static EffectSound SEffectManager::PlaySound ( string sound_set,
vector position,
float play_fade_in = 0,
float stop_fade_out = 0,
bool loop = false )
inlinestaticprotected

Create and play an EffectSound.

Предупреждения
Calls CreateSound, read CreateSound warning
Аргументы
sound_setstring The sound set name of the sound
positionvector The position to play the sound
play_fade_infloat The fade in duration of the sound (Optional)
stop_fade_outfloat The fade out duration of the sound (Optional)
loopbool Whether the sound should loop (Optional)
Возвращает
EffectSound The created EffectSound

См. определение в файле EffectManager.c строка 169

170 {
171 EffectSound effect_sound = CreateSound(sound_set, position, play_fade_in, stop_fade_out, loop, false);
172
173 effect_sound.SoundPlay();
174
175 return effect_sound;
176 }
bool SoundPlay()
Plays sound.
Определения EffectSound.c:199
static EffectSound CreateSound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false, bool enviroment=false)
Create an EffectSound.
Определения EffectManager.c:144

Перекрестные ссылки CreateSound() и EffectSound::SoundPlay().

Используется в CGame::DelayedMidAirDetonation(), House::EEInit(), ItemBase::EEItemAttached(), ItemBase::EEItemDetached(), HandleDoorsSound(), HandleEngineSound(), HandleSeatAdjustmentSound(), CarScript::OnAnimationPhaseStarted(), Weapon::OnFireModeChange(), CGame::OnRPC(), InventoryItem::OnRPC(), OnSteppedOn(), InventoryItemSuper::OnWasAttached(), InventoryItemSuper::OnWasDetached(), SpookyEventBase::Perform(), ActionBuildShelter::PlayActionFinishSound(), ActionBuildShelter::PlayActionLoopSound(), ActionBuildShelter::PlayActionStartSound(), InventoryItem::PlayAttachSound(), PlayDisarmingLoopSound(), PlayItemSoundClient(), Backpack_Base::PlayRepackingLoopSound(), PlayRepackingLoopSound(), PlaySoundActivate(), TrapBase::PlaySoundBiteEmpty(), TrapBase::PlaySoundBiteLeg(), TrapBase::PlaySoundOpen(), Edible_Base::SoundCookingStart(), Entity::SoundHardBushFallingPlay(), Entity::SoundHardTreeFallingPlay(), Entity::SoundSoftBushFallingPlay(), Entity::SoundSoftTreeFallingPlay(), StartActivate() и GeyserTrigger::UpdateGeyserState().