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CSound Class Reference

Generic. More...

#include <Sound.h>

Collaboration diagram for CSound:
Collaboration graph
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Public Attributes

TEditorCategories EditorCategories
 Editor Categories. More...
 
std::vector< SSoundAssetAssetArray
 Sound Assets. More...
 
CFlags Flags
 Flags. More...
 
ESoundCategory Category
 Group. More...
 
uint8 Chance
 Chance. More...
 
CRange ConeAngle
 Cone Angle. More...
 
C3Vector ConeOrientation
 Cone Orientation. More...
 
CRange ConeVolume
 Cone Volume. More...
 
real32 DopplerLevel
 Doppler Level. More...
 
uint16 DupeDestroyCount
 Max Voice Count - Destroy. More...
 
ESoundBlend DupeFadeBlend
 Dupe Fade Blend. More...
 
std::vector< SVolumeFadeDupeFadeIn
 Duplicate Fade In. More...
 
std::vector< SVolumeFadeDupeFadeOut
 Duplicate Fade Out. More...
 
uint16 DupeHistoryCount
 Dupe History Count. More...
 
ESoundDupe DupeMaximumMethod
 Dupe Maximum Method. More...
 
uint16 DupeMuteCount
 Max Voice Count - Mute. More...
 
uint16 DupeRepeatCount
 Max Asset Repeat Count. More...
 
uint32 DupeThresholdFadeTime
 Duplicate Threshold Fade Time. More...
 
std::vector< SVolumeThresholdDupeThresholdPoints
 Duplicate Threshold Points. More...
 
CiRange DupeWait
 Duplicate Wait. More...
 
ESoundBlend FogFadeBlend
 Fog Fade Blend. More...
 
std::vector< SVolumeFadeFogFadeIn
 Fog Fade In. More...
 
std::vector< SVolumeFadeFogFadeOut
 Fog Fade Out. More...
 
CHerdNodeLink HerdNode
 Herd Node. More...
 
std::vector< SSoundLocaleFlagsLocaleFlags
 Locale Flags. More...
 
int32 LoopCount
 Loop Count. More...
 
CiRange LoopDelay
 Loop Delay. More...
 
real32 LowPassGain
 Low Pass Gain. More...
 
ESoundMode Mode
 Mode. More...
 
ESoundBlend MuteFadeBlend
 Mute Fade Blend. More...
 
std::vector< SVolumeFadeMuteFadeIn
 Mute Fade In. More...
 
std::vector< SVolumeFadeMuteFadeOut
 Mute Fade Out. More...
 
CRange OcclusionDirect
 Occlusion (Direct) More...
 
CRange OcclusionReverb
 Occlusion (Reverb) More...
 
ESoundBlend OffsetFadeBlend
 Offset Fade Blend. More...
 
std::vector< SVolumeFadeOffsetFadeIn
 Offset Fade In. More...
 
std::vector< SVolumeFadeOffsetFadeOut
 Offset Fade Out. More...
 
ESoundBlend OffsetShiftBlend
 Offset Shift Blend. More...
 
std::vector< SPitchShiftOffsetShiftIn
 Offset Shift In. More...
 
std::vector< SPitchShiftOffsetShiftOut
 Offset Shift Out. More...
 
real32 OverlapPitchDelta
 Overlap Pitch Delta. More...
 
uint16 OverlapTimeDelta
 Overlap Time Delta. More...
 
CRange Pan
 2D Pan More...
 
real32 PanLevel
 3D Pan Level More...
 
CPitchRange Pitch
 Pitch (semitones) More...
 
uint8 ResourcePriority
 Resource Priority. More...
 
SReverbBalance ReverbBalance
 Reverb Balance. More...
 
ESoundBlend ReverbRolloffBlend
 Reverb Rolloff Blend. More...
 
std::vector< SReverbRolloffReverbRolloffPoints
 Reverb Rolloff Points. More...
 
ESoundSelect Select
 Select. More...
 
std::vector< real32SpeakerMix
 Speaker Mix. More...
 
real32 Spread
 3D Stereo Spread (degrees) More...
 
ESoundBlend SustainFadeBlend
 Sustain Fade Blend. More...
 
std::vector< SVolumeFadeSustainFade
 Sustain Fade. More...
 
uint32 Timeout
 Timeout. More...
 
uint32 VariationMinimum
 Variation Minimum. More...
 
CVolumeRange Volume
 Volume (dBFS) More...
 
ESoundBlend VolumeRolloffBlend
 Volume Rolloff Blend. More...
 
ESoundBlend VolumeRolloffFadeBlend
 Volume Rolloff Fade Blend. More...
 
std::vector< SVolumeFadeVolumeRolloffFadeIn
 Volume Rolloff Fade In. More...
 
std::vector< SVolumeFadeVolumeRolloffFadeOut
 Volume Rolloff Fade Out. More...
 
std::vector< SVolumeRolloffVolumeRolloffPoints
 Volume Rolloff Points. More...
 

Detailed Description

Generic.

Remarks
Unknown

Member Data Documentation

◆ AssetArray

std::vector<SSoundAsset> CSound::AssetArray

Sound Assets.

Specifies the set of assets that are included in the sound.

◆ Category

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.

◆ Chance

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%.

Remarks
minValue: 0
maxValue: 0

◆ ConeAngle

CRange CSound::ConeAngle

Cone Angle.

Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.

Remarks
minValue: 0,0
maxValue: 0,0

◆ ConeOrientation

C3Vector CSound::ConeOrientation

Cone Orientation.

Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.

◆ ConeVolume

CRange CSound::ConeVolume

Cone Volume.

Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.

Remarks
minValue: 0.0,0.0
maxValue: 0.0,0.0

◆ DopplerLevel

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.

Remarks
minValue: 0.0
maxValue: 0.0

◆ DupeDestroyCount

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).

◆ DupeFadeBlend

ESoundBlend CSound::DupeFadeBlend

Dupe Fade Blend.

Specifies a fade curve to use when a voice becomes or is no longer considered a duplicate.

Remarks
minValue: Unknown

◆ DupeFadeIn

std::vector<SVolumeFade> CSound::DupeFadeIn

Duplicate Fade In.

Specifies a fade curve to use when a voice becomes a duplicate.

◆ DupeFadeOut

std::vector<SVolumeFade> CSound::DupeFadeOut

Duplicate Fade Out.

Specifies a fade curve to use when a voice is no longer considered a duplicate.

◆ DupeHistoryCount

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.

◆ DupeMaximumMethod

ESoundDupe CSound::DupeMaximumMethod

Dupe Maximum Method.

Specifies how the sound engine handles the situation when the maximum number of duplicate sounds have been played.

◆ DupeMuteCount

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.

◆ DupeRepeatCount

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.

◆ DupeThresholdFadeTime

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.

◆ DupeThresholdPoints

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.

◆ DupeWait

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.

Remarks
minValue: 0,0

◆ EditorCategories

TEditorCategories CSound::EditorCategories

Editor Categories.

Editor Categories are used for filtering and organization within the StarCraft II Editor.

◆ Flags

CFlags CSound::Flags

Flags.

Configures various options for the sound.

Remarks
indexEnum: ESoundFlag

◆ FogFadeBlend

ESoundBlend CSound::FogFadeBlend

Fog Fade Blend.

Specifies the fade curve to use when a 3D sound becomes fogged or unfogged.

Remarks
minValue: Unknown

◆ FogFadeIn

std::vector<SVolumeFade> CSound::FogFadeIn

Fog Fade In.

Specifies the fade curve to use when a 3D sound becomes unfogged.

◆ FogFadeOut

std::vector<SVolumeFade> CSound::FogFadeOut

Fog Fade Out.

Specifies the fade curve to use when a 3D sound becomes fogged.

◆ HerdNode

CHerdNodeLink CSound::HerdNode

Herd Node.

◆ LocaleFlags

std::vector<SSoundLocaleFlags> CSound::LocaleFlags

Locale Flags.

Only used by the editor to indicate production tracking status on localization.

◆ LoopCount

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.

Remarks
minValue: -1

◆ LoopDelay

CiRange CSound::LoopDelay

Loop Delay.

Remarks
minValue: 0,0

◆ LowPassGain

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).

Remarks
minValue: 0.0
maxValue: 0.0

◆ Mode

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.

◆ MuteFadeBlend

ESoundBlend CSound::MuteFadeBlend

Mute Fade Blend.

Specifies the fade behavior when a sound is muted or unmuted.

Remarks
minValue: Unknown

◆ MuteFadeIn

std::vector<SVolumeFade> CSound::MuteFadeIn

Mute Fade In.

Specifies the fade behavior when a sound is muted.

◆ MuteFadeOut

std::vector<SVolumeFade> CSound::MuteFadeOut

Mute Fade Out.

Specifies the fade behavior when a sound is unmuted.

◆ OcclusionDirect

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.

Remarks
minValue: 0,0
maxValue: 0,0

◆ OcclusionReverb

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.

Remarks
minValue: 0,0
maxValue: 0,0

◆ OffsetFadeBlend

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.

Remarks
minValue: Unknown

◆ OffsetFadeIn

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.

◆ OffsetFadeOut

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.

◆ OffsetShiftBlend

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.

Remarks
minValue: Unknown

◆ OffsetShiftIn

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.

◆ OffsetShiftOut

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.

◆ OverlapPitchDelta

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.

Remarks
minValue: 0.0

◆ OverlapTimeDelta

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.

◆ Pan

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.

Remarks
minValue: -1.0,-1.0
maxValue: -1.0,-1.0

◆ PanLevel

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.

Remarks
minValue: 0.0
maxValue: 0.0

◆ Pitch

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.

Remarks
minValue: -48.0,-48.0
maxValue: -48.0,-48.0

◆ ResourcePriority

uint8 CSound::ResourcePriority

Resource Priority.

Used by the resource management system to determine how important this sound is to load and keep in memory.

◆ ReverbBalance

SReverbBalance CSound::ReverbBalance

Reverb Balance.

Configures the default reverb direct and room levels.

◆ ReverbRolloffBlend

ESoundBlend CSound::ReverbRolloffBlend

Reverb Rolloff Blend.

Controls how much the default reverb levels are affected by a sound's distance from the listener.

Remarks
minValue: Unknown

◆ ReverbRolloffPoints

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.

◆ Select

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.

◆ SpeakerMix

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.

Remarks
indexEnum: ESpeaker
minValue: 0.0
maxValue: 0.0

◆ Spread

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.

Remarks
minValue: 0.0
maxValue: 0.0

◆ SustainFade

std::vector<SVolumeFade> CSound::SustainFade

Sustain Fade.

Specifies the fade behavior when a sound is interrupted (usually by scripts or other gameplay).

◆ SustainFadeBlend

ESoundBlend CSound::SustainFadeBlend

Sustain Fade Blend.

Specifies the fade behavior when a sound is interrupted (usually by scripts or other gameplay).

Remarks
minValue: Unknown

◆ Timeout

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.

◆ VariationMinimum

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.

◆ Volume

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.

Remarks
minValue: -96.0,-96.0
maxValue: -96.0,-96.0

◆ VolumeRolloffBlend

ESoundBlend CSound::VolumeRolloffBlend

Volume Rolloff Blend.

Specifies the volume adjustment behavior for 3D sounds based on the listener position.

Remarks
minValue: Unknown

◆ VolumeRolloffFadeBlend

ESoundBlend CSound::VolumeRolloffFadeBlend

Volume Rolloff Fade Blend.

Specifies the volume adjustment behavior for 3D sounds based on the listener position.

Remarks
minValue: Unknown

◆ VolumeRolloffFadeIn

std::vector<SVolumeFade> CSound::VolumeRolloffFadeIn

Volume Rolloff Fade In.

Specifies the volume adjustment behavior for 3D sounds based on the listener position.

◆ VolumeRolloffFadeOut

std::vector<SVolumeFade> CSound::VolumeRolloffFadeOut

Volume Rolloff Fade Out.

Specifies the volume adjustment behavior for 3D sounds based on the listener position.

◆ VolumeRolloffPoints

std::vector<SVolumeRolloff> CSound::VolumeRolloffPoints

Volume Rolloff Points.

Specifies the volume adjustment behavior for 3D sounds based on the listener position.


The documentation for this class was generated from the following file: