AudioSystem

Documents the AudioSystem class and its functions.

NOT DOCUMENTED

We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking AudioSystem

auds = Game.GetAudioSystem()

Sub-Functions

CloseAcousticPortal

CloseAcousticPortal(object : ref:GameObject);

GetPlaylistCurrentSong

GetPlaylistCurrentSong(playlistName : CName) : CName;

GetPlaylistSongs

GetPlaylistSongs(playlistName : CName) : array:CName;

GlobalParameter

GlobalParameter(parameterName : CName, parameterValue : Float);

HandleCombatMix

HandleCombatMix(localPlayer : ref:GameObject);

HandleDynamicMixAreaEnter

HandleDynamicMixAreaEnter(localPlayer : ref:GameObject);

HandleOutOfCombatMix

HandleOutOfCombatMix(localPlayer : ref:GameObject);

IsInScanningMode

IsInScanningMode() : Bool;

LoadBank

LoadBank(bankName : String);

NotifyGameTone

NotifyGameTone(eventName : CName);

OnGameEnd

OnGameEnd() : Bool;

OpenAcousticPortal

OpenAcousticPortal(object : ref:GameObject);

Parameter

Parameter(parameterName : CName, parameterValue : Float, optional entityID : EntityID, optional emitterName : CName);

Play

Play(eventName : CName, optional entityID : EntityID, optional emitterName : CName);

PlayImpact

PlayImpact(impactContext : CName, position : Vector4, object : ref:GameObject);

PlayItemActionSound

PlayItemActionSound(action : CName, itemData : wref:gameItemData);

PlayItemLootedSound

PlayItemLootedSound(itemData : wref:gameItemData);

PlayLootAllSound

PlayLootAllSound();

PlayShockwave

PlayShockwave(shockwaveType : CName, position : Vector4);

RegisterEnemyPingStim

RegisterEnemyPingStim(enemyState : gamedataNPCHighLevelState, isPoliceman : Bool);

RegisterPreventionHeatStage

RegisterPreventionHeatStage(preventionHeatStage : Uint8);

RequestSongOnPlaylist

RequestSongOnPlaylist(playlistName : CName, songName : CName);

RequestSongOnRadioStation

RequestSongOnRadioStation(stationName : CName, songName : CName);

SetBDCameraListenerOverride

SetBDCameraListenerOverride(value : Bool);

SetInScanningMode

SetInScanningMode(inScanningMode : Bool);

State

State(stateGroup : String, state : String);

Stop

Stop(eventName : CName, optional entityID : EntityID, optional emitterName : CName);

Switch

Switch(switchName : CName, switchValue : CName, optional entityID : EntityID, optional emitterName : CName);

TriggerFlyby

TriggerFlyby(position : Vector4, direction : Vector4, startPosition : Vector4, object : ref:GameObject);

UnloadBank

UnloadBank(bankName : String);

VoIsPerceptible

VoIsPerceptible(entityId : EntityID) : Bool;

Last updated