SoundCategory Script
Revision as of 22:09, 2 February 2014 by imported>CraftySentinel (→Member Functions: Reverted to List)
Extends: Form Script
Script for the manipulation of sound category objects.
DefinitionEdit
ScriptName SoundCategory extends Form
PropertiesEdit
None
Global FunctionsEdit
None
Member FunctionsEdit
- Mute()
- Render inaudible any sounds in the given sound category.
- 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.
- SetFrequency(Float afFrequencyCoeffecient)
- Set a frequency modifier [0.0 - 1.0] for any sounds in this category
- SetVolume(Float afVolume)
- Set a volume modifier [0.0 - 1.0] for any sounds in this category
- UnMute()
- Render audible sounds in the given sound category that were previously Muted.
- UnPause()
- Play any sounds in the given sound category that are currently paused.
EventsEdit
None
NotesEdit
- 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
- VOCGeneral
- PausedDuringMenuLoad
- SFX
- UI
- SFXFadeDuringDialogue
- PausedDuringMenuFade
- AMBr
- MAG
- MuteSubmerged
- AMB
- FST
- FSTnpc
- NPCKillMove
- PausedDuringMenuFade
- SFX
- Master