SFX
Classes:
A datablock that describes an ambient sound space.
A sound source that drives multi-source playback.
A description for how a sound should be played.
An invisible 3D object that emits sound.
Description of a reverb environment.
A sound channel value that can be bound to multiple sound sources.
A datablock describing a playback pattern of sounds.
Encapsulates a single sound file for playback by the sound system.
A sound controller that directly plays a single sound file.
Playback controller for a sound source.
A volume in space that defines an ambient sound zone.
A boolean switch used to modify playlist behavior.
Abstract base class for sound data that can be played back by the sound system.
Enumerations
SFXChannel { Volume Pitch Priority PositionX PositionY PositionZ RotationX RotationY RotationZ VelocityX VelocityY VelocityZ ReferenceDistance MaxDistance ConeInsideAngle ConeOutsideAngle ConeOutsideVolume Cursor Status User0 User1 User2 User3 }
Channels are individual properties of sound sources that may be animated over time.
SFXDistanceModel { Linear Logarithmic Exponential }
Type of volume distance attenuation curve.
SFXPlayListLoopMode { All Single }
Playlist behavior when description is set to loop.
SFXPlayListRandomMode { NotRandom StrictRandom OrderedRandom }
Randomization pattern to apply to playlist slot playback order.
SFXPlayListReplayMode { IgnorePlaying RestartPlaying KeepPlaying StartNew SkipIfPlaying }
Behavior when hitting the play stage of a slot that is still playing from a previous cycle.
SFXPlayListStateMode { StopWhenDeactivated PauseWhenDeactivated IgnoreWhenDeactivated }
Reaction behavior when a state is changed incompatibly on a slot that has already started playing.
SFXPlayListTransitionMode { None Wait WaitAll Stop StopAll }
Playlist behavior when transitioning in and out of invididual slots.
SFXStatus { Playing Stopped Paused }
Playback status of sound source.
Variables
int
Milliseconds spent on the last ambient audio update.
const int
Sound device capability flag indicating that the sound device supports adding DSP effect chains to sounds.
const int
Sound device capability flag indicating that the sound device supports FMOD Designer audio projects.
const int
Sound device capability flag indicating that the sound device supports multiple concurrent listeners.
const int
Sound device capability flag indicating that the sound device implements sound occlusion.
const int
Sound device capability flag indicating that the sound device supports reverb.
const int
Sound device capability flag indicating that the sound device implements its own voice virtualization.
const int
Index of device capability flags in device info string.
const int
Index of buffer limit number in device info string.
const int
Index of device name field in device info string.
const int
Index of sound provider field in device info string.
const int
Index of use hardware flag in device info string.
int
Number of SFXSounds that are currently in virtualized playback mode.
int
Number of SFXSources that are currently in playing state.
int
int
Number of SFXSource type objects that are currently instantiated.
int
Number of voices that are currently allocated on the sound device.
int
Milliseconds spent on the last SFXParameter update loop.
ColorI
The color with which to render dots in the inner sound cone (Editor only).
ColorI
The color with which to render dots in the outer sound cone (Editor only).
ColorI
The color with which to render dots outside of the outer sound cone (Editor only).
ColorI
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is playing and in range of the listener.
ColorI
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is playing but out of the range of the listener.
ColorI
The color of the range sphere with which to render sound emitters in the editor.
ColorI
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is not playing but the emitter is in range of the listener.
ColorI
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is not playing and the emitter is out of range of the listener.
bool
Whether to render enhanced range feedback in the editor on all emitters regardless of selection state.
float
The distance between individual points in the sound emitter rendering in the editor as the points move from the emitter's center away to maxDistance.
float
The stepping (in degrees) for the radial sweep along the axis of the XY plane sweep for sound emitter rendering in the editor.
float
The stepping (in degrees) for the radial sweep on the XY plane for sound emitter rendering in the editor.
int
Milliseconds spent on the last SFXSource update loop.
Functions
bool
sfxCreateDevice(string provider, string device, bool useHardware, int maxBuffers)
Try to create a new sound device using the given properties.
sfxCreateSource(SFXDescription description, string filename)
Create a temporary SFXProfile from the given description and filename and then create and return a new source that plays the profile.
sfxCreateSource(SFXDescription description, string filename, float x, float y, float z)
Create a temporary SFXProfile from the given description and filename and then create and return a new source that plays the profile. Position the sound source at the given coordinates (if it is a 3D sound).
sfxCreateSource(SFXTrack track)
Create a new source that plays the given track.
sfxCreateSource(SFXTrack track, float x, float y, float z)
Create a new source that plays the given track and position its 3D sounds source at the given coordinates (if it is a 3D sound).
void
Delete the currently active sound device and release all its resources.
void
sfxDeleteWhenStopped(SFXSource source)
Mark the given source for deletion as soon as it moves into stopped state.
void
sfxDumpSources(bool includeGroups)
Dump information about all current SFXSource instances to the console.
string
sfxDumpSourcesToString(bool includeGroups)
Dump information about all current SFXSource instances to a string.
string
Return a newline-separated list of all active states.
string
Get a list of all available sound devices.
string
Return information about the currently active sound device.
Get the falloff curve type currently being applied to 3D sounds.
float
Get the current global doppler effect setting.
float
Get the current global scale factor applied to volume attenuation of 3D sounds in the logarithmic model.
void
void
sfxPlayOnce(SFXDescription description, string filename)
Create a new temporary SFXProfile from the given description and filename, then create a play-once source for it and start playback.
sfxPlayOnce(SFXDescription description, string filename, float x, float y, float z, float fadeInTime)
Create a new temporary SFXProfile from the given description and filename, then create a play-once source for it and start playback. Position the source's 3D sound at the given coordinates (only if the description is set up for 3D sound).
sfxPlayOnce(SFXTrack track)
Create a play-once source for the given track.
sfxPlayOnce(SFXTrack track, float x, float y, float z, float fadeInTime)
Create a play-once source for the given given track and position the source's 3D sound at the given coordinates only if the track's description is set up for 3D sound).
void
Set the falloff curve type to use for distance-based volume attenuation of 3D sounds.
void
sfxSetDopplerFactor(float value)
Set the global doppler effect scale factor.
void
sfxSetRolloffFactor(float value)
Set the global scale factor to apply to volume attenuation of 3D sounds in the logarithmic model.
void
sfxStopAndDelete(SFXSource source)
Stop playback of the given source (if it is not already stopped) and delete the source.
Detailed Description
Enumerations
SFXChannel
Enumerator
- Volume
Channel controls volume level of attached sound sources.
- Pitch
Channel controls pitch of attached sound sources.
- Priority
Channel controls virtualizaton priority level of attached sound sources.
- PositionX
Channel controls X coordinate of 3D sound position of attached sources.
- PositionY
Channel controls Y coordinate of 3D sound position of attached sources.
- PositionZ
Channel controls Z coordinate of 3D sound position of attached sources.
- RotationX
Channel controls X rotation (in degrees) of 3D sound orientation of attached sources.
- RotationY
Channel controls Y rotation (in degrees) of 3D sound orientation of attached sources.
- RotationZ
Channel controls Z rotation (in degrees) of 3D sound orientation of attached sources.
- VelocityX
Channel controls X coordinate of 3D sound velocity vector of attached sources.
- VelocityY
Channel controls Y coordinate of 3D sound velocity vector of attached sources.
- VelocityZ
Channel controls Z coordinate of 3D sound velocity vector of attached sources.
- ReferenceDistance
Channel controls reference distance of 3D sound of attached sources.
- MaxDistance
Channel controls max volume attenuation distance of 3D sound of attached sources.
- ConeInsideAngle
Channel controls angle (in degrees) of 3D sound inner volume cone of attached sources.
- ConeOutsideAngle
Channel controls angle (in degrees) of 3D sound outer volume cone of attached sources.
- ConeOutsideVolume
Channel controls volume outside of 3D sound outer cone of attached sources.
- Cursor
Channel controls playback cursor of attached sound sources.
note:
Be aware that different types of sound sources interpret play cursor positions differently or do not actually have play cursors (these sources will ignore the channel).
- Status
Channel controls playback status of attached sound sources.
The channel's value is rounded down to the nearest integer and interpreted in the following way:
1: Play
2: Stop
3: Pause
- User0
Channel available for custom use. By default ignored by sources.
note:
For FMOD Designer event sources (SFXFMODEventSource), this channel is used for event parameters defined in FMOD Designer and should not be used otherwise.
- User1
Channel available for custom use. By default ignored by sources.
- User2
Channel available for custom use. By default ignored by sources.
- User3
Channel available for custom use. By default ignored by sources.
Channels are individual properties of sound sources that may be animated over time.
SFXDistanceModel
Enumerator
- Linear
Marker will have no smoothing effect.
Volume attenuates linearly from the references distance onwards to max distance where it reaches zero.
- Logarithmic
Volume attenuates logarithmically starting from the reference distance and halving every reference distance step from there on. Attenuation stops at max distance but volume won't reach zero.
- Exponential
Volume attenuates exponentially starting from the reference distance and attenuating every reference distance step by the rolloff factor. Attenuation stops at max distance but volume won't reach zero.
Type of volume distance attenuation curve.
The distance model determines the falloff curve applied to the volume of 3D sounds over distance.
SFX_3d
SFXPlayListLoopMode
Enumerator
- All
Loop over all slots, i.e. jump from last to first slot after all slots have played.
- Single
Loop infinitely over the current slot. Only useful in combination with either states or manual playlist control.
Playlist behavior when description is set to loop.
SFXPlayListRandomMode
Enumerator
- NotRandom
Play slots in sequential order. No randomization.
- StrictRandom
Play a strictly random selection of slots.
In this mode, a set of numSlotsToPlay random numbers between 0 and numSlotsToPlay-1 (inclusive), i.e. in the range of valid slot indices, is generated and playlist slots are played back in the order of this list. This allows the same slot to occur multiple times in a list and, consequentially, allows for other slots to not appear at all in a given slot ordering.
- OrderedRandom
Play all slots in the list in a random order.
In this mode, the
numSlotsToPlay
slots from the list with valid tracks assigned are put into a random order and played. This guarantees that each slots is played exactly once albeit at a random position in the total ordering.
Randomization pattern to apply to playlist slot playback order.
SFXPlayListReplayMode
Enumerator
- IgnorePlaying
Ignore any sources that may already be playing on the slot and just create a new source.
- RestartPlaying
Restart all sources that was last created for the slot.
- KeepPlaying
Keep playing the current source(s) as if the source started last on the slot was created in this cycle. For this, the sources associated with the slot are brought to the top of the play stack.
- StartNew
Stop all sources currently playing on the slot and then create a new source.
- SkipIfPlaying
If there are sources already playing on the slot, skip the play stage.
Behavior when hitting the play stage of a slot that is still playing from a previous cycle.
SFXPlayListStateMode
Enumerator
- StopWhenDeactivated
Stop the sources playing on the slot when a state changes to a setting that is incompatible with the slot's state setting.
- PauseWhenDeactivated
Pause all sources playing on the slot when a state changes to a setting that is incompatible with the slot's state setting.
When the slot's state is reactivated again, the sources will resume playback.
- IgnoreWhenDeactivated
Ignore when a state changes to a setting incompatible with the slot's state setting and just keep playing sources attached to the slot.
Reaction behavior when a state is changed incompatibly on a slot that has already started playing.
SFXPlayListTransitionMode
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Wait
Wait for the sound source spawned last by this playlist to finish playing. Then proceed.
- WaitAll
Wait for all sound sources currently spawned by the playlist to finish playing. Then proceed.
- Stop
Stops the spin sequence at its current position.
Stop the sound source spawned last by this playlist. Then proceed.
- StopAll
Stop all sound sources spawned by the playlist. Then proceed.
Playlist behavior when transitioning in and out of invididual slots.
Transition behaviors apply when the playback controller starts processing a playlist slot and when it ends processing a slot. Using transition behaviors, playback can be synchronized.
SFXStatus
Enumerator
- Playing
The source is currently playing.
- Stopped
Playback of the source is stopped. When transitioning to Playing state, playback will start at the beginning of the source.
- Paused
Playback of the source is paused. Resuming playback will play from the current playback position.
Playback status of sound source.
Variables
int ambientUpdateTime
Milliseconds spent on the last ambient audio update.
SFX_updating
SFX_ambient
const int DEVICE_CAPS_DSPEFFECTS
Sound device capability flag indicating that the sound device supports adding DSP effect chains to sounds.
note:This is not yet used by the sound system.
const int DEVICE_CAPS_FMODDESIGNER
Sound device capability flag indicating that the sound device supports FMOD Designer audio projects.
note:This is exclusive to FMOD. If the FMOD Event DLLs are in place and could be successfully loaded, this flag will be set after initializating an FMOD audio device.
const int DEVICE_CAPS_MULTILISTENER
Sound device capability flag indicating that the sound device supports multiple concurrent listeners.
note:Currently only FMOD implements this.
const int DEVICE_CAPS_OCCLUSION
Sound device capability flag indicating that the sound device implements sound occlusion.
note:This is not yet used by the sound system.
const int DEVICE_CAPS_REVERB
Sound device capability flag indicating that the sound device supports reverb.
note:Currently only FMOD implements this.
const int DEVICE_CAPS_VOICEMANAGEMENT
Sound device capability flag indicating that the sound device implements its own voice virtualization.
For these devices, the sound system will deactivate its own voice management and leave voice virtualization entirely to the device.
note:Currently only FMOD implements this.
const int DEVICE_INFO_CAPS
Index of device capability flags in device info string.
const int DEVICE_INFO_MAXBUFFERS
Index of buffer limit number in device info string.
const int DEVICE_INFO_NAME
Index of device name field in device info string.
const int DEVICE_INFO_PROVIDER
Index of sound provider field in device info string.
const int DEVICE_INFO_USEHARDWARE
Index of use hardware flag in device info string.
int numCulled
Number of SFXSounds that are currently in virtualized playback mode.
int numPlaying
Number of SFXSources that are currently in playing state.
int numSounds
Number of SFXSound type objects (i.e. actual single-file sounds) that are currently instantiated.
int numSources
Number of SFXSource type objects that are currently instantiated.
int numVoices
Number of voices that are currently allocated on the sound device.
int parameterUpdateTime
Milliseconds spent on the last SFXParameter update loop.
SFX_updating
SFX_interactive
ColorI renderColorInnerCone
The color with which to render dots in the inner sound cone (Editor only).
ColorI renderColorOuterCone
The color with which to render dots in the outer sound cone (Editor only).
ColorI renderColorOutsideVolume
The color with which to render dots outside of the outer sound cone (Editor only).
ColorI renderColorPlayingInRange
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is playing and in range of the listener.
ColorI renderColorPlayingOutOfRange
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is playing but out of the range of the listener.
ColorI renderColorRangeSphere
The color of the range sphere with which to render sound emitters in the editor.
ColorI renderColorStoppedInRange
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is not playing but the emitter is in range of the listener.
ColorI renderColorStoppedOutOfRange
The color with which to render a sound emitter's marker cube in the editor when the emitter's sound is not playing and the emitter is out of range of the listener.
bool renderEmitters
Whether to render enhanced range feedback in the editor on all emitters regardless of selection state.
float renderPointDistance
The distance between individual points in the sound emitter rendering in the editor as the points move from the emitter's center away to maxDistance.
float renderRadialIncrements
The stepping (in degrees) for the radial sweep along the axis of the XY plane sweep for sound emitter rendering in the editor.
float renderSweepIncrements
The stepping (in degrees) for the radial sweep on the XY plane for sound emitter rendering in the editor.
int sourceUpdateTime
Milliseconds spent on the last SFXSource update loop.
SFX_updating
Functions
sfxCreateDevice(string provider, string device, bool useHardware, int maxBuffers)
Try to create a new sound device using the given properties.
If a sound device is currently initialized, it will be uninitialized first. However, be aware that in this case, if this function fails, it will not restore the previously active device but rather leave the sound system in an uninitialized state.
Sounds that are already playing while the new device is created will be temporarily transitioned to virtualized playback and then resume normal playback once the device has been created.
In the core scripts, sound is automatically set up during startup in the sfxStartup() function.
Parameters:
provider | The name of the device provider as returned by sfxGetAvailableDevices(). |
device | The name of the device as returned by sfxGetAvailableDevices(). |
useHardware | Whether to enabled hardware mixing on the device or not. Only relevant if supported by the given device. |
maxBuffers | The maximum number of concurrent voices for this device to use or -1 for the device to pick its own reasonable default. |
True if the initialization was successful, false if not.
note:This function must be called before any of the sound playback functions can be used.
sfxCreateSource(SFXDescription description, string filename)
Create a temporary SFXProfile from the given description and filename and then create and return a new source that plays the profile.
The source will be returned in stopped state. Call SFXSource::play() to start playback.
In contrast to play-once sources, the source object will not be automatically deleted once playback stops. Call delete() to release the source object.
Parameters:
description | The description to use for setting up the temporary SFXProfile. |
filename | Path to the sound file to play. |
A new SFXSource for playback of the given track or 0 if no source or no temporary profile could be created.
// Create a source for a music track: %source = sfxCreateSource( AudioMusicLoop2D, "art/sound/backgroundMusic" ); %source.play();
sfxCreateSource(SFXDescription description, string filename, float x, float y, float z)
Create a temporary SFXProfile from the given description and filename and then create and return a new source that plays the profile. Position the sound source at the given coordinates (if it is a 3D sound).
The source will be returned in stopped state. Call SFXSource::play() to start playback.
In contrast to play-once sources, the source object will not be automatically deleted once playback stops. Call delete() to release the source object.
Parameters:
description | The description to use for setting up the temporary SFXProfile. |
filename | Path to the sound file to play. |
x | The X coordinate of the 3D sound position. |
y | The Y coordinate of the 3D sound position. |
z | The Z coordinate of the 3D sound position. |
A new SFXSource for playback of the given track or 0 if no source or no temporary profile could be created.
// Create a source for a music track and position it at (100, 200, 300): %source = sfxCreateSource( AudioMusicLoop3D, "art/sound/backgroundMusic", 100, 200, 300 ); %source.play();
sfxCreateSource(SFXTrack track)
Create a new source that plays the given track.
The source will be returned in stopped state. Call SFXSource::play() to start playback.
In contrast to play-once sources, the source object will not be automatically deleted once playback stops. Call delete() to release the source object.
This function will automatically create the right SFXSource type for the given SFXTrack.
Parameters:
track | The track the source should play. |
A new SFXSource for playback of the given track or 0 if no source could be created from the given track.
note:Trying to create a source for a device-specific track type will fail if the currently selected device does not support the type. Example: trying to create a source for an FMOD Designer event when not running FMOD.
// Create and play a source from a pre-existing profile: %source = sfxCreateSource( SoundFileProfile ); %source.play();
sfxCreateSource(SFXTrack track, float x, float y, float z)
Create a new source that plays the given track and position its 3D sounds source at the given coordinates (if it is a 3D sound).
The source will be returned in stopped state. Call SFXSource::play() to start playback.
In contrast to play-once sources, the source object will not be automatically deleted once playback stops. Call delete() to release the source object.
This function will automatically create the right SFXSource type for the given SFXTrack.
Parameters:
track | The track the source should play. |
x | The X coordinate of the 3D sound position. |
y | The Y coordinate of the 3D sound position. |
z | The Z coordinate of the 3D sound position. |
A new SFXSource for playback of the given track or 0 if no source could be created from the given track.
note:Trying to create a source for a device-specific track type will fail if the currently selected device does not support the type. Example: trying to create a source for an FMOD Designer event when not running FMOD.
// Create and play a source from a pre-existing profile and position it at (100, 200, 300): %source = sfxCreateSource( SoundFileProfile, 100, 200, 300 ); %source.play();
sfxDeleteDevice()
Delete the currently active sound device and release all its resources.
SFXSources that are still playing will be transitioned to virtualized playback mode. When creating a new device, they will automatically transition back to normal playback.
In the core scripts, this is done automatically for you during shutdown in the sfxShutdown() function.
sfxDeleteWhenStopped(SFXSource source)
Mark the given source for deletion as soon as it moves into stopped state.
This function will retroactively turn the given source into a play-once source (see Play-Once Sources).
Parameters:
source | A sound source. |
sfxDumpSources(bool includeGroups)
Dump information about all current SFXSource instances to the console.
The dump includes information about the playback status for each source, volume levels, virtualization, etc. Parameters:
includeGroups | If true, direct instances of SFXSources (which represent logical sound groups) will be included. Otherwise only instances of subclasses of SFXSources are included in the dump. |
sfxDumpSourcesToString(bool includeGroups)
Dump information about all current SFXSource instances to a string.
The dump includes information about the playback status for each source, volume levels, virtualization, etc. Parameters:
includeGroups | If true, direct instances of SFXSources (which represent logical sound groups) will be included. Otherwise only instances of subclasses of SFXSources are included in the dump. |
A string containing a dump of information about all currently instantiated SFXSources.
sfxGetActiveStates()
Return a newline-separated list of all active states.
A list of the form
stateName1 NL stateName2 NL stateName3 ...where each element is the name of an active state object.
// Disable all active states. foreach$( %state in sfxGetActiveStates() ) %state.disable();
sfxGetAvailableDevices()
Get a list of all available sound devices.
The return value will be a newline-separated list of entries where each line describes one available sound device. Each such line will have the following format:
provider TAB device TAB hasHardware TAB numMaxBuffers
provider: The name of the device provider (e.g. "FMOD").
device: The name of the device as returned by the device layer.
hasHardware: Whether the device supports hardware mixing or not.
numMaxBuffers: The maximum number of concurrent voices supported by the device's mixer. If this limit limit is exceeded, i.e. if there are more active sounds playing at any one time, then voice virtualization will start culling voices and put them into virtualized playback mode. Voice virtualization may or may not be provided by the device itself; if not provided by the device, it will be provided by Torque's sound system.
A newline-separated list of information about all available sound devices.
sfxGetDeviceInfo()
Return information about the currently active sound device.
The return value is a tab-delimited string of the following format:
provider TAB device TAB hasHardware TAB numMaxBuffers TAB caps
provider: The name of the device provider (e.g. "FMOD").
device: The name of the device as returned by the device layer.
hasHardware: Whether the device supports hardware mixing or not.
numMaxBuffers: The maximum number of concurrent voices supported by the device's mixer. If this limit limit is exceeded, i.e. if there are more active sounds playing at any one time, then voice virtualization will start culling voices and put them into virtualized playback mode. Voice virtualization may or may not be provided by the device itself; if not provided by the device, it will be provided by Torque's sound system.
caps: A bitfield of capability flags.
A tab-separated list of properties of the currently active sound device or the empty string if no sound device has been initialized.
sfxGetDistanceModel()
Get the falloff curve type currently being applied to 3D sounds.
The current distance model type.
SFX_3d
sfxGetDopplerFactor()
Get the current global doppler effect setting.
The current global doppler effect scale factor (>=0).
sfxGetRolloffFactor()
Get the current global scale factor applied to volume attenuation of 3D sounds in the logarithmic model.
The current scale factor for logarithmic 3D sound falloff curves.
sfxPlay(SFXSource source)
Start playback of the given source.
This is the same as calling SFXSource::play() directly.
Parameters:
source | The source to start playing. |
source.
// Create and play a source from a pre-existing profile: %source = sfxCreateSource( SoundFileProfile ); %source.play();
sfxPlay(SFXTrack track)
Create a new play-once source for the given track and start playback of the source.
This is equivalent to calling sfxCreateSource() on @track and SFXSource::play() on the resulting source.
Parameters:
track | The sound datablock to play. |
The newly created play-once source or 0 if the creation failed.
sfxPlay(SFXTrack track, float x, float y, float z)
Create a new play-once source for the given track, position its 3D sound at the given coordinates (if the track's description is set up for 3D sound) and start playback of the source.
This is equivalent to calling sfxCreateSource() on @track and SFXSource::play() on the resulting source.
Parameters:
track | The sound datablock to play. |
x | The X coordinate of the 3D sound position. |
y | The Y coordinate of the 3D sound position. |
z | The Z coordinate of the 3D sound position. |
The newly created play-once source or 0 if the creation failed.
sfxPlayOnce(SFXDescription description, string filename)
Create a new temporary SFXProfile from the given description and filename, then create a play-once source for it and start playback.
Once playback has finished, the source will be automatically deleted in the next sound system update. If not referenced otherwise by then, the temporary SFXProfile will also be deleted. Parameters:
description | The description to use for playback. |
filename | Path to the sound file to play. |
A newly created temporary source in "Playing" state or 0 if the operation failed.
// Play a sound effect file once. sfxPlayOnce( AudioEffects, "art/sound/weapons/Weapon_pickup" );
sfxPlayOnce(SFXDescription description, string filename, float x, float y, float z, float fadeInTime)
Create a new temporary SFXProfile from the given description and filename, then create a play-once source for it and start playback. Position the source's 3D sound at the given coordinates (only if the description is set up for 3D sound).
Once playback has finished, the source will be automatically deleted in the next sound system update. If not referenced otherwise by then, the temporary SFXProfile will also be deleted. Parameters:
description | The description to use for playback. |
filename | Path to the sound file to play. |
x | The X coordinate of the 3D sound position. |
y | The Y coordinate of the 3D sound position. |
z | The Z coordinate of the 3D sound position. |
fadeInTime | If >=0, this overrides the SFXDescription::fadeInTime value on the track's description. |
A newly created temporary source in "Playing" state or 0 if the operation failed.
// Play a sound effect file once using a 3D sound with a default falloff placed at the origin. sfxPlayOnce( AudioDefault3D, "art/sound/weapons/Weapon_pickup", 0, 0, 0 );
sfxPlayOnce(SFXTrack track)
Create a play-once source for the given track.
Once playback has finished, the source will be automatically deleted in the next sound system update. Parameters:
track | The sound datablock. |
A newly created temporary source in "Playing" state or 0 if the operation failed.
sfxPlayOnce(SFXTrack track, float x, float y, float z, float fadeInTime)
Create a play-once source for the given given track and position the source's 3D sound at the given coordinates only if the track's description is set up for 3D sound).
Once playback has finished, the source will be automatically deleted in the next sound system update. Parameters:
track | The sound datablock. |
x | The X coordinate of the 3D sound position. |
y | The Y coordinate of the 3D sound position. |
z | The Z coordinate of the 3D sound position. |
fadeInTime | If >=0, this overrides the SFXDescription::fadeInTime value on the track's description. |
A newly created temporary source in "Playing" state or 0 if the operation failed.
// Immediately start playing the given track. Fade it in to full volume over 5 seconds. sfxPlayOnce( MusicTrack, 0, 0, 0, 5.f );
sfxSetDistanceModel(SFXDistanceModel model)
Set the falloff curve type to use for distance-based volume attenuation of 3D sounds.
Parameters:
model | The distance model to use for 3D sound. |
note:This setting takes effect globally and is applied to all 3D sounds.
sfxSetDopplerFactor(float value)
Set the global doppler effect scale factor.
Parameters:
value | The new doppler shift scale factor. |
value must be >= 0.
sfxSetRolloffFactor(float value)
Set the global scale factor to apply to volume attenuation of 3D sounds in the logarithmic model.
Parameters:
value | The new scale factor for logarithmic 3D sound falloff curves. |
value must be > 0.
note:This function has no effect if the currently distance model is set to SFXDistanceModel::Linear.
sfxStop(SFXSource source)
Stop playback of the given source.
This is equivalent to calling SFXSource::stop().
Parameters:
source | The source to put into stopped state. |
sfxStopAndDelete(SFXSource source)
Stop playback of the given source (if it is not already stopped) and delete the source.
The advantage of this function over directly calling delete() is that it will correctly handle volume fades that may be configured on the source. Whereas calling delete() would immediately stop playback and delete the source, this functionality will wait for the fade-out to play and only then stop the source and delete it.
Parameters:
source | A sound source. |