|
sc2-gamedata
|
#include <Sound.h>

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< uint32 > | SyncPoints |
| 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... | |
| 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.
| 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.
| CString SSoundAsset::FacialGroup |
Facial Group.
Specifies the set of bones in the facial controller to apply motion while playing this asset.
| CSoundPath SSoundAsset::File |
File.
Specifies the filename of the asset. Typically .ogg files should have their set data enable the Stream flag.
| int32 SSoundAsset::LoopCount |
Loop Count.
Specifies the number of times that an asset will be repeated when played.
| CiRange SSoundAsset::LoopTime |
Loop Time.
Specifies the range in samples that an asset will loop (if a loop count is specified).
| 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.
| 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.
| CActorLink SSoundAsset::PortraitActor |
Portrait Actor.
Specifies the portrait actor that will be used when this asset is played as a transmission.
| 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.
| CModelLink SSoundAsset::PortraitModel |
Portrait Model.
Specifies the portrait model that will be used when this asset is played as a transmission.
| 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.
| 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.
| std::vector<uint32> SSoundAsset::SyncPoints |
Synchronized Points.
Specifies a set of times in samples. Used for beat-matching multiple sounds in the soundtrack system.
| 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.
| TSoundWeight SSoundAsset::Weight |
Weight.
Specifies the chance between 0 and 100 that this asset will be selected when a sound set is played.
1.8.14