SoundCategory Script
Revision as of 21:52, 17 April 2013 by imported>Verteiron (Added notes about sound category persistence and the sound category hierarchy.)
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
- VOCGeneral
- PausedDuringMenuLoad
- SFX
- UI
- SFXFadeDuringDialogue
- PausedDuringMenuFade
- AMBr
- MAG
- MuteSubmerged
- AMB
- FST
- FSTnpc
- NPCKillMove
- PausedDuringMenuFade
- SFX
- Master