DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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Sound.c
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13 WAVEUI
14}
15
17{
18 private void AbstractSoundScene() {}
19 private void ~AbstractSoundScene() {}
21 proto native AbstractWave Play2D(SoundObject soundObject, SoundObjectBuilder soundBuilder);
22 proto native AbstractWave Play3D(SoundObject soundObject, SoundObjectBuilder soundBuilder);
23 proto native SoundObject BuildSoundObject(SoundObjectBuilder soundObjectbuilder);
25 proto native float GetRadioVolume();
26 proto native void SetRadioVolume(float vol, float time);
28 proto native float GetSpeechExVolume();
29 proto native void SetSpeechExVolume(float vol, float time);
30
31 proto native float GetMusicVolume();
32 proto native void SetMusicVolume(float vol, float time);
33
34 proto native float GetSoundVolume();
35 proto native void SetSoundVolume(float vol, float time);
36
37 proto native float GetVOIPVolume();
38 proto native void SetVOIPVolume(float vol, float time);
39
40 proto native float GetSilenceThreshold();
41 proto native float GetAudioLevel();
42}
43
44
46{
47 void SoundObjectBuilder(SoundParams soundParams);
48
50 {
51 return GetGame().GetSoundScene().BuildSoundObject(this);
52 }
53
54 proto native void Initialize(SoundParams soundParams);
55 proto native void UpdateEnvSoundControllers(vector position);
56 proto native void SetVariable(string name, float value);
57}
58
59
60class SoundObject
61{
62 void SoundObject(SoundParams soundParams);
63
64 proto native void SetPosition(vector position);
65 proto native vector GetPosition();
66 proto native void SetOcclusionObstruction(float occlusion, float obstruction);
67 proto native void SetKind(WaveKind kind);
68 proto native void Initialize(SoundParams soundParams);
69}
70
71//soundsys.hpp
73{
74 void SoundParams(string name);
75
76 proto native bool Load(string name);
77 proto native bool IsValid();
78 proto string GetName();
79}
80
81class AbstractWaveEvents
82{
88}
89
91{
92 private void InitEvents()
93 {
94 AbstractWaveEvents events = new AbstractWaveEvents();
95 SetUserData(events);
96 }
97
98 #ifdef DIAG_DEVELOPER
99 private void AbstractWave() { InitEvents(); }
100 private void ~AbstractWave() {}
101 #else
103 #endif
104
105 proto void SetUserData(Managed inst);
107
108 proto void Play();
109
110 void PlayWithOffset(float offset)
111 {
112 Play();
113 SetStartOffset(offset);
114 }
115 //proto native void Mute();
116 proto void Stop();
117 proto void Restart();
118 proto void SetStartOffset(float offset);
120 proto float GetLength();
122 proto float GetCurrPosition();
123 proto void Loop(bool setLoop);
124 proto float GetVolume();
125 proto void SetVolume(float value);
126 proto void SetVolumeRelative(float value);
127 proto void SetFrequency(float value);
128 proto float GetFrequency();
129 proto void SetPosition(vector position);
130 proto void SetFadeInFactor(float volume);
131 proto void SetFadeOutFactor(float volume);
132 proto void Skip(float timeSec);
133 proto bool IsHeaderLoaded();
134
135 AbstractWaveEvents GetEvents()
136 {
137 return AbstractWaveEvents.Cast(GetUserData());
138 }
139
140 void OnPlay()
141 {
142 GetEvents().Event_OnSoundWaveStarted.Invoke(this);
143 }
144
145 void OnStop()
146 {
147 GetEvents().Event_OnSoundWaveStopped.Invoke(this);
148 }
149
150 void OnLoad()
151 {
152 GetEvents().Event_OnSoundWaveLoaded.Invoke(this);
153 }
154
156 {
157 GetEvents().Event_OnSoundWaveHeaderLoaded.Invoke(this);
158 }
159
160 void OnEnd()
161 {
162 GetEvents().Event_OnSoundWaveEnded.Invoke(this);
163 }
164}
string name
WAVEENVIRONMENTEX
Definition Sound.c:25
WAVEENVIRONMENT
Definition Sound.c:24
proto native AbstractWave Play2D(SoundObject soundObject, SoundObjectBuilder soundBuilder)
ref ScriptInvoker Event_OnSoundWaveEnded
Definition Sound.c:87
WaveKind
Definition Sound.c:2
proto native void Initialize(SoundParams soundParams)
WAVEWEAPONSEX
Definition Sound.c:27
ref ScriptInvoker Event_OnSoundWaveLoaded
Definition Sound.c:85
proto native float GetAudioLevel()
ref ScriptInvoker Event_OnSoundWaveStopped
Definition Sound.c:84
proto native void SetKind(WaveKind kind)
enum WaveKind AbstractSoundScene()
Definition Sound.c:18
proto native float GetSilenceThreshold()
WAVEWEAPONS
Definition Sound.c:26
WAVEEFFECT
Definition Sound.c:19
SoundObject BuildSoundObject()
Definition Sound.c:2
proto native void SetSoundVolume(float vol, float time)
proto native float GetSpeechExVolume()
proto native float GetMusicVolume()
proto native float GetSoundVolume()
proto native float GetVOIPVolume()
proto native void SetSpeechExVolume(float vol, float time)
class SoundObjectBuilder SoundObject(SoundParams soundParams)
ref ScriptInvoker Event_OnSoundWaveHeaderLoaded
Definition Sound.c:86
WAVEUI
Definition Sound.c:30
private void ~AbstractSoundScene()
Definition Sound.c:19
WAVEEFFECTEX
Definition Sound.c:20
proto native AbstractWave Play3D(SoundObject soundObject, SoundObjectBuilder soundBuilder)
WAVEATTALWAYS
Definition Sound.c:28
WAVESPEECHEX
Definition Sound.c:23
proto native void SetMusicVolume(float vol, float time)
proto native void SetVOIPVolume(float vol, float time)
proto native void SetRadioVolume(float vol, float time)
proto native void SetOcclusionObstruction(float occlusion, float obstruction)
WAVESPEECH
Definition Sound.c:21
WAVEMUSIC
Definition Sound.c:22
proto native float GetRadioVolume()
class SoundParams Event_OnSoundWaveStarted
class JsonUndergroundAreaTriggerData GetPosition
proto void SetVolume(float value)
proto void SetStartOffset(float offset)
proto void SetFadeInFactor(float volume)
proto float GetVolume()
void PlayWithOffset(float offset)
Definition Sound.c:110
void OnEnd()
Definition Sound.c:160
proto void Play()
proto void SetFrequency(float value)
proto void SetFadeOutFactor(float volume)
proto void Loop(bool setLoop)
void AbstractWave()
Definition Sound.c:102
proto void SetVolumeRelative(float value)
void OnHeaderLoad()
Definition Sound.c:155
proto float GetCurrPosition()
Current position in percentage of total length.
private void InitEvents()
Definition Sound.c:92
proto void SetPosition(vector position)
proto void SetUserData(Managed inst)
proto bool IsHeaderLoaded()
proto void Restart()
proto Managed GetUserData()
void OnStop()
Definition Sound.c:145
AbstractWaveEvents GetEvents()
Definition Sound.c:135
void OnLoad()
Definition Sound.c:150
proto float GetFrequency()
proto void Skip(float timeSec)
proto void Stop()
void OnPlay()
Definition Sound.c:140
proto float GetLength()
WARNING: Blocking! Waits for header to load.
proto native AbstractSoundScene GetSoundScene()
TODO doc.
Definition EnScript.c:118
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116
proto native void SetVariable(string name, float value)
proto native void UpdateEnvSoundControllers(vector position)
proto native void Initialize(SoundParams soundParams)
SoundObject BuildSoundObject()
Definition Sound.c:49
void SoundObjectBuilder(SoundParams soundParams)
void SoundParams(string name)
proto native bool IsValid()
proto string GetName()
proto native bool Load(string name)
proto native CGame GetGame()
proto native void SetPosition(vector position)
Set the world position of the Effect.
Definition Effect.c:427