sc2-gamedata
|
Generic. More...
#include <Sound.h>
Generic.
std::vector<SSoundAsset> CSound::AssetArray |
Sound Assets.
Specifies the set of assets that are included in the sound.
ESoundCategory CSound::Category |
Group.
Assigns the sound to an FMOD channel group that can have a volume, paused, and muted status that is combined with individual sounds.
uint8 CSound::Chance |
Chance.
Specifies a percentage chance that a sound will actually create a voice when you request to play it. Defaults to 100%.
CRange CSound::ConeAngle |
Cone Angle.
Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.
C3Vector CSound::ConeOrientation |
Cone Orientation.
Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.
CRange CSound::ConeVolume |
Cone Volume.
Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.
real32 CSound::DopplerLevel |
Doppler Level.
Configures the FMOD channel doppler parameter. Only applicable to 3D sounds. Related to the doppler factor specified in the terrain data for a map.
uint16 CSound::DupeDestroyCount |
Max Voice Count - Destroy.
Specifies the maximum instances of a sound that may be created before the least important voice is destroyed or when we stop creating new sounds (depends on the dupe maximum method).
ESoundBlend CSound::DupeFadeBlend |
Dupe Fade Blend.
Specifies a fade curve to use when a voice becomes or is no longer considered a duplicate.
std::vector<SVolumeFade> CSound::DupeFadeIn |
Duplicate Fade In.
Specifies a fade curve to use when a voice becomes a duplicate.
std::vector<SVolumeFade> CSound::DupeFadeOut |
Duplicate Fade Out.
Specifies a fade curve to use when a voice is no longer considered a duplicate.
uint16 CSound::DupeHistoryCount |
Dupe History Count.
Specifies how many instances we track of a sound when it is done playing. Used primarily for sound selection when playing a new sound.
ESoundDupe CSound::DupeMaximumMethod |
Dupe Maximum Method.
Specifies how the sound engine handles the situation when the maximum number of duplicate sounds have been played.
uint16 CSound::DupeMuteCount |
Max Voice Count - Mute.
Specifies how many instances of a sound that may be created before the least important voice is muted.
uint16 CSound::DupeRepeatCount |
Max Asset Repeat Count.
Specifies how many repeated instances of a specific asset are permitted, even if they aren't overlapping. The least important instances beyond this count will be silenced.
uint32 CSound::DupeThresholdFadeTime |
Duplicate Threshold Fade Time.
Specifies the fading behavior when a threshold of sounds for a category has been reached or is no longer present.
std::vector<SVolumeThreshold> CSound::DupeThresholdPoints |
Duplicate Threshold Points.
Specifies the fading behavior when a threshold of sounds for a category has been reached or is no longer present.
CiRange CSound::DupeWait |
Duplicate Wait.
Specifies how long after a sound is played before another is allowed to play in its audible range. Primarily used for creep sounds. This value may be randomized by picking a lower and upper bounds.
TEditorCategories CSound::EditorCategories |
Editor Categories.
Editor Categories are used for filtering and organization within the StarCraft II Editor.
CFlags CSound::Flags |
ESoundBlend CSound::FogFadeBlend |
Fog Fade Blend.
Specifies the fade curve to use when a 3D sound becomes fogged or unfogged.
std::vector<SVolumeFade> CSound::FogFadeIn |
Fog Fade In.
Specifies the fade curve to use when a 3D sound becomes unfogged.
std::vector<SVolumeFade> CSound::FogFadeOut |
Fog Fade Out.
Specifies the fade curve to use when a 3D sound becomes fogged.
CHerdNodeLink CSound::HerdNode |
Herd Node.
std::vector<SSoundLocaleFlags> CSound::LocaleFlags |
Locale Flags.
Only used by the editor to indicate production tracking status on localization.
int32 CSound::LoopCount |
Loop Count.
Specifies the number of times that a sound set will repeat. This will cause it to loop over all available assets based on their selection mode (shuffle or sequential). Specify -1 here to indicate you want it to loop infinitely. Note that loop points need to be configured per-asset, if applicable.
CiRange CSound::LoopDelay |
Loop Delay.
real32 CSound::LowPassGain |
Low Pass Gain.
Configures the FMOD channel low pass gain parameter (sets the gain of the dry signal when lowpass filtering is applied).
ESoundMode CSound::Mode |
Mode.
Indicates if the sound should be configured as 2D, 3D (Head Relative), or 3D (World Relative). Sounds that are configured as 2D do not have a fog test performed. Generally 2D sounds should be reserved to map-wide audio like the ambience soundtrack or UI sounds. If a sound is configured as a 3D world-relative sound but does not have a valid position, it will be converted to a 3D head-relative sound.
ESoundBlend CSound::MuteFadeBlend |
Mute Fade Blend.
Specifies the fade behavior when a sound is muted or unmuted.
std::vector<SVolumeFade> CSound::MuteFadeIn |
Mute Fade In.
Specifies the fade behavior when a sound is muted.
std::vector<SVolumeFade> CSound::MuteFadeOut |
Mute Fade Out.
Specifies the fade behavior when a sound is unmuted.
CRange CSound::OcclusionDirect |
Occlusion (Direct)
Configures the occlusion factors for a channel. Only applicable to 3D sounds. We don't have FMOD geometry objects, so this is the only way to reproduce that kind of behavior. This value may be randomized by picking a lower and upper bounds.
CRange CSound::OcclusionReverb |
Occlusion (Reverb)
Configures the occlusion factors for a channel. Only applicable to 3D sounds. We don't have FMOD geometry objects, so this is the only way to reproduce that kind of behavior. This value may be randomized by picking a lower and upper bounds.
ESoundBlend CSound::OffsetFadeBlend |
Offset Fade Blend.
Specifies the fade in and fade out curve for a sound. The times are relative to the overall sound length including looping.
std::vector<SVolumeFade> CSound::OffsetFadeIn |
Offset Fade In.
Specifies the fade in curve for a sound. The times are relative to the overall sound length including looping.
std::vector<SVolumeFade> CSound::OffsetFadeOut |
Offset Fade Out.
Specifies the fade out curve for a sound. The times are relative to the overall sound length including looping.
ESoundBlend CSound::OffsetShiftBlend |
Offset Shift Blend.
Specifies the pitch shift in and out curve for a sound. The times are relative to the overall sound length including looping.
std::vector<SPitchShift> CSound::OffsetShiftIn |
Offset Shift In.
Specifies the pitch shift in curve for a sound. The times are relative to the overall sound length including looping.
std::vector<SPitchShift> CSound::OffsetShiftOut |
Offset Shift Out.
Specifies the pitch shift out curve for a sound. The times are relative to the overall sound length including looping.
real32 CSound::OverlapPitchDelta |
Overlap Pitch Delta.
Specifies the threshold for comparing two instances of the same asset to determine if they are overlapping (in which case the least important sounds are muted). Note that the pitch value refers to the Pitch data value, not the actual pitch of the waveform.
uint16 CSound::OverlapTimeDelta |
Overlap Time Delta.
Specifies the threshold for comparing two instances of the same asset to determine if they are overlapping (in which case the least important sounds are muted). Note that the pitch value refers to the Pitch data value, not the actual pitch of the waveform.
CRange CSound::Pan |
2D Pan
Specifies the speaker pan amount for 2D sounds. -1 = full left, +1 = full right, 0 = center. Defaults to 0. This value may be randomized by picking a lower and upper bounds.
real32 CSound::PanLevel |
3D Pan Level
Configures the FMOD channel 3D pan level parameter (sets how much the 3d engine has an effect on the channel, versus that set by Pan or Speaker Mix). 0 is 100% using the Speaker Mix values and not using the 3D engine at all. 1 is 100% using the 3D engine and not using the Speaker Mix values at all.
CPitchRange CSound::Pitch |
Pitch (semitones)
Specifies a frequency shift for the sound. This is not a true octave shift, although there is a DSP (which is expensive) that can be applied to accomplish that. This value may be randomized by picking a lower and upper bounds.
uint8 CSound::ResourcePriority |
Resource Priority.
Used by the resource management system to determine how important this sound is to load and keep in memory.
SReverbBalance CSound::ReverbBalance |
Reverb Balance.
Configures the default reverb direct and room levels.
ESoundBlend CSound::ReverbRolloffBlend |
Reverb Rolloff Blend.
Controls how much the default reverb levels are affected by a sound's distance from the listener.
std::vector<SReverbRolloff> CSound::ReverbRolloffPoints |
Reverb Rolloff Points.
Controls how much the default reverb levels are affected by a sound's distance from the listener.
ESoundSelect CSound::Select |
Select.
Specifies the way that we cycle through sounds in a set when looping over all assets or playing multiple instances of the same sound. Sequential means that we will play each of the assets in the sound before repeating. Shuffle means that we will randomly select assets until all of the assets have been played and then we will choose a new playlist. The same sound will never play back-to-back unless there is only one asset, or the same asset is in the set multiple times.
std::vector<real32> CSound::SpeakerMix |
Speaker Mix.
Configures the FMOD channel speaker mix per speaker. The most commonly adjusted setting here is adjusting the LFE volume for 3D sounds.
real32 CSound::Spread |
3D Stereo Spread (degrees)
Configures the FMOD channel 3D spread setting in speaker space. When increasing the spread of a sound, the left and right parts of a stereo sound rotate away from their original position to give it more "stereoness". Mono sounds can also be "spread" with this parameter.
std::vector<SVolumeFade> CSound::SustainFade |
Sustain Fade.
Specifies the fade behavior when a sound is interrupted (usually by scripts or other gameplay).
ESoundBlend CSound::SustainFadeBlend |
Sustain Fade Blend.
Specifies the fade behavior when a sound is interrupted (usually by scripts or other gameplay).
uint32 CSound::Timeout |
Timeout.
Specifies the amount of time that we wait for a sound to load (and maybe download) before we give up and cancel the request. Useful for making sure sounds don't play long after they are relevant.
uint32 CSound::VariationMinimum |
Variation Minimum.
Specifies the minimum number of assets from a sound that must be available regardless of the sound quality setting in the sound options panel.
CVolumeRange CSound::Volume |
Volume (dBFS)
Configures the ideal volume of a sound without any mixing or fading applied. This value may be randomized by picking a lower and upper bounds. This value is multiplied by the per-asset volume.
ESoundBlend CSound::VolumeRolloffBlend |
Volume Rolloff Blend.
Specifies the volume adjustment behavior for 3D sounds based on the listener position.
ESoundBlend CSound::VolumeRolloffFadeBlend |
Volume Rolloff Fade Blend.
Specifies the volume adjustment behavior for 3D sounds based on the listener position.
std::vector<SVolumeFade> CSound::VolumeRolloffFadeIn |
Volume Rolloff Fade In.
Specifies the volume adjustment behavior for 3D sounds based on the listener position.
std::vector<SVolumeFade> CSound::VolumeRolloffFadeOut |
Volume Rolloff Fade Out.
Specifies the volume adjustment behavior for 3D sounds based on the listener position.
std::vector<SVolumeRolloff> CSound::VolumeRolloffPoints |
Volume Rolloff Points.
Specifies the volume adjustment behavior for 3D sounds based on the listener position.