Difference between revisions of "SoundCategory Script"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Jog
imported>Verteiron
(Added notes about sound category persistence and the sound category hierarchy.)
Line 39: Line 39:
== Events ==
== Events ==
None
None
== Notes ==
*A sound category's current volume, mute state or frequency are not stored in savegames. They will be persisted throughout the gaming session. In other words, if you mute a sound category in a script, then load a game that was saved before the mute took place, ''that sound category will still be muted''. Be cautious!
*Using the Mute, SetFrequency or SetVolume functions will mute the given sound category as well as any sound categories contained within it. Here is the hierarchy of sound categories as defined by the vanilla game:
**Master
***MUS
***PausedDuringMenu
****VOCGeneral
*****NonVOC
*****VOC
***PausedDuringMenuLoad
****SFX
*****UI
*****SFXFadeDuringDialogue
******PausedDuringMenuFade
*******AMBr
*******MAG
*******MuteSubmerged
******AMB
******FST
******FSTnpc
******NPCKillMove

Revision as of 21:52, 17 April 2013


Extends: Form Script

Script for the manipulation of sound category objects.

Definition

ScriptName SoundCategory extends Form

Properties

None

Global Functions

None

Member Functions

Function Mute()

  • Render inaudible any sounds in the given sound category.

Function Pause()

  • Pause any playing sounds in the given sound category. When restarted any stopped sounds will resume playing from the point at which they were paused.

Function SetFrequency(float afFrequencyCoeffecient)

  • Set a frequency modifier [0.0 - 1.0] for any sounds in this category

Function SetVolume(float afVolume)

  • Set a volume modifier [0.0 - 1.0] for any sounds in this category

Function UnMute()

  • Render audible sounds in the given sound category that were previously Muted.

Function UnPause()

  • Play any sounds in the given sound category that are currently paused.

Events

None

Notes

  • A sound category's current volume, mute state or frequency are not stored in savegames. They will be persisted throughout the gaming session. In other words, if you mute a sound category in a script, then load a game that was saved before the mute took place, that sound category will still be muted. Be cautious!
  • Using the Mute, SetFrequency or SetVolume functions will mute the given sound category as well as any sound categories contained within it. Here is the hierarchy of sound categories as defined by the vanilla game:
    • Master
      • MUS
      • PausedDuringMenu
        • VOCGeneral
          • NonVOC
          • VOC
      • PausedDuringMenuLoad
        • SFX
          • UI
          • SFXFadeDuringDialogue
            • PausedDuringMenuFade
              • AMBr
              • MAG
              • MuteSubmerged
            • AMB
            • FST
            • FSTnpc
            • NPCKillMove