16 {
18
19
20 int soundCount =
g_Game.ConfigGetChildrenCount(
path);
21
22 for(int i = 0; i < soundCount; i++)
23 {
24 string soundClassName;
25 g_Game.ConfigGetChildName(
path, i, soundClassName);
26 string soundClassPath =
path +
" " + soundClassName +
" ";
27
28 string parameter;
30
31 array<string> soundSetNames = new array<string>;
32 g_Game.ConfigGetTextArray(soundClassPath +
"soundSets", soundSetNames);
33
34
35 array<SoundObjectBuilder> soundObjectBuilders = new array<SoundObjectBuilder>;
36 for(int j = 0; j < soundSetNames.Count(); j++)
37 {
40
41 if(soundObjectBuilder != NULL)
42 soundObjectBuilders.Insert(soundObjectBuilder);
43 }
44
45 if(soundObjectBuilders.Count() > 0)
46 {
47
49 }
50 }
51 }
void AnimSoundObjectBuilderBank()
SoundObjectBuilder GetBuilder(string soundSetName)
ref map< int, ref array< SoundObjectBuilder > > m_soundBuilders
string m_tableCategoryName
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
proto native int Hash()
Returns hash of string.