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SSoundAsset Struct Reference

#include <Sound.h>

Collaboration diagram for SSoundAsset:
Collaboration graph
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Public Attributes

CSoundPath File
 File. More...
 
int32 LoopCount
 Loop Count. More...
 
CiRange LoopTime
 Loop Time. More...
 
CiRange Offset
 Offset. More...
 
CPitchRange Pitch
 Pitch (semitones) More...
 
std::vector< uint32SyncPoints
 Synchronized Points. More...
 
CVolumeRange Volume
 Volume (dBFS) More...
 
TSoundWeight Weight
 Weight. More...
 
CString FacialAnim
 Facial Animation. More...
 
CString FacialGroup
 Facial Group. More...
 
CString PortraitAnim
 Portrait Animation. More...
 
CFacialPath FacialFile
 Facial File. More...
 
CModelLink PortraitModel
 Portrait Model. More...
 
CActorLink PortraitActor
 Portrait Actor. More...
 
CStringLink Speaker
 Speaker. More...
 
CStringLink Subtitle
 Subtitle. More...
 

Detailed Description

Remarks
Struct

Member Data Documentation

◆ FacialAnim

CString SSoundAsset::FacialAnim

Facial Animation.

Specifies the animation to play when this sound is played with a transmission or sound event from a model with a facial controller setup.

◆ FacialFile

CFacialPath SSoundAsset::FacialFile

Facial File.

Specifies the location of the FXA or FXE file that will be loaded into the facial controller for a model playing this asset.

◆ FacialGroup

CString SSoundAsset::FacialGroup

Facial Group.

Specifies the set of bones in the facial controller to apply motion while playing this asset.

◆ File

CSoundPath SSoundAsset::File

File.

Specifies the filename of the asset. Typically .ogg files should have their set data enable the Stream flag.

◆ LoopCount

int32 SSoundAsset::LoopCount

Loop Count.

Specifies the number of times that an asset will be repeated when played.

Remarks
minValue: -1

◆ LoopTime

CiRange SSoundAsset::LoopTime

Loop Time.

Specifies the range in samples that an asset will loop (if a loop count is specified).

Remarks
minValue: 0,0

◆ Offset

CiRange SSoundAsset::Offset

Offset.

Specifies the time in samples into an asset will start when played. For example, to make a sound with a sample rate of 44kHz skip the first second of the sound, set the offset to 44000.

Remarks
minValue: 0,0

◆ Pitch

CPitchRange SSoundAsset::Pitch

Pitch (semitones)

Specifies the frequency shift that will be applied to this asset when played. This value may be randomized by picking a lower and upper bounds.

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

◆ PortraitActor

CActorLink SSoundAsset::PortraitActor

Portrait Actor.

Specifies the portrait actor that will be used when this asset is played as a transmission.

◆ PortraitAnim

CString SSoundAsset::PortraitAnim

Portrait Animation.

Specifies the animation to play when this asset is played for a portrait model. Typically this would be set to talk.

◆ PortraitModel

CModelLink SSoundAsset::PortraitModel

Portrait Model.

Specifies the portrait model that will be used when this asset is played as a transmission.

◆ Speaker

CStringLink SSoundAsset::Speaker

Speaker.

Specifies the localized name of the “speaker” of this asset. Used in the message log UI to tell the player who spoke a line.

◆ Subtitle

CStringLink SSoundAsset::Subtitle

Subtitle.

Specifies the localized text associated with this asset. This will appear in the subtitle UI and also the message log UI unless the sound is configured to hide the subtitle.

◆ SyncPoints

std::vector<uint32> SSoundAsset::SyncPoints

Synchronized Points.

Specifies a set of times in samples. Used for beat-matching multiple sounds in the soundtrack system.

◆ Volume

CVolumeRange SSoundAsset::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 set volume.

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

◆ Weight

TSoundWeight SSoundAsset::Weight

Weight.

Specifies the chance between 0 and 100 that this asset will be selected when a sound set is played.

Remarks
minValue: 0
maxValue: 0

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