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soundevents.c
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2{
3 AbstractWave m_SoundSetCallback;
4 int m_Type;
5 int m_ID;
6 int m_SoundVoiceAnimEventClassID;
7 bool m_RequestDestroy;
8 string m_SoundSetNameRoot;
9 bool m_SkipForControlledCharacter;
10 int m_Param;
11
12
13 void ~SoundEventBase()
14 {
16 }
17
18 //obsolete function, now possible to set a param
19 bool IsSkipForControlled()
20 {
22 }
23
24 void Tick()
25 {
27 {
28 m_RequestDestroy = true;
29 }
30 }
31
32 bool IsSoundCallbackExist()
33 {
35 {
36 return true;
37 }
38
39 return false;
40 }
41
42 bool IsDestroyRequested()
43 {
44 return m_RequestDestroy;
45 }
46
47 bool CanPlay()
48 {
49 return true;
50 }
51
52 bool Play()
53 {
54 return true;
55 }
56
57 void OnPlay(PlayerBase player);
58
59 void Stop()
60 {
62 {
63 m_SoundSetCallback.Stop();
64 }
65 }
66
67 int GetSoundEventID()
68 {
69 return m_ID;
70 }
71
72 int GetSoundEventType()
73 {
74 return m_Type;
75 }
76
77 AbstractWave GetSoundSetCallback()
78 {
79 return m_SoundSetCallback;
80 }
81}
82
83class SoundEventHandler
84{
85 static int GetSoundEventType(int id) { return -1; }
86 //void OnTick(float delta_time) {}
87 bool PlayRequest(EPlayerSoundEventID id, bool sent_from_server = false) { return true; }
88 bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server = false, int param = 0){ return true; };
89 int GetCurrentStateEventID() { return -1; }
90 int GetCurrentStateEventType() { return -1; }
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
void AbstractWave()
Definition sound.c:167
void OnPlay()
Definition sound.c:206
override int GetCurrentStateEventID()
override int GetCurrentStateEventType()
override bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server=false, int param=0)
EAnimPlayState PlayRequest()
AbstractWave m_SoundSetCallback
Definition soundevents.c:86
int GetSoundEventType()
bool m_RequestDestroy
Definition soundevents.c:90
bool m_SkipForControlledCharacter
Definition soundevents.c:92