57 {
59 if (soundSet ==
string.
Empty)
60 {
61 Debug.
Log(
"Attempting to play soundID " +
id +
" without defined soundset. Item: " +
m_Parent.GetType());
62 return;
63 }
64
66 return;
67
70 if (params)
72 else
74
75 if (sound)
77 else
78 Debug.
Log(
"Null when creating sound from set: " + soundSet +
" Item: " +
m_Parent.GetType() );
79
81 }
ref map< int, string > m_AvailableSoundsets
ref map< int, ref EffectSound > m_PlayingSounds
ref map< int, ref SoundParameters > m_SoundParamsMap
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Wrapper class for managing sound through SEffectManager.
static EffectSound PlaySoundCachedParams(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound, using or creating cached SoundParams.
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Manager class for managing Effect (EffectParticle, EffectSound)