59 if (soundSet ==
string.
Empty)
61 Debug.
Log(
"Attempting to play soundID " +
id +
" without defined soundset. Item: " +
m_Parent.GetType());
78 Debug.
Log(
"Null when creating sound from set: " + soundSet +
" Item: " +
m_Parent.GetType() );
85 if (
GetGame().IsDedicatedServer())
void PlayItemSoundClient(int id)
ref map< int, string > m_AvailableSoundsets
void AddSound(int sound, string soundset, SoundParameters params=null)
void ItemSoundHandler(ItemBase parent)
void StopItemSoundClient(int id)
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.
void SetSoundFadeOut(float fade_out)
Set the sound fade out duration.
void SoundStop()
Stops sound.
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)
proto native CGame GetGame()