sc2-gamedata
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#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.