Toolkit_Sounds.cpp
Category:
toolkitActive scripts:
11Source:
Code/Scripts/Toolkit_Sounds.cpp
M00_BuildingStateSoundController
M00_BuildingStateSoundController in Toolkit_Sounds.cpp initializes behavior when the object is created; responds to custom events; reacts to destruction state; sends custom events.
Source line:
920Event hooks:
Created,Killed,CustomPersistence hooks: none detected
Key engine calls:
Find_Object,Send_Custom_EventSummary source:
heuristic
Parameter Description:
BuildingSpeaker_ID:int
M00_BuildingStateSoundSpeaker
Building State Sound System - Plays sounds at a simple object location. Requires Building controller ID to switch sound from normal to destroyed state.
Source line:
772Event hooks:
Created,Custom,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Find_Object,Get_ID,Attach_Script,Get_Random,Start_Timer,Get_Position,Debug_Message,Create_SoundSummary source:
source comment
Parameter Description:
3,Offset_Randomness_Destroyed:vector3,Frequency_Min_Destroyed=-1:float,Frequency_Max_Destroyed:float,
Explosion_Name:string
Source Notes:
Building State Sound System - Plays sounds at a simple object location. Requires Building
controller ID to switch sound from normal to destroyed state.
Requires one script attached to the speaker object and the ID of the building controller.
On Created, the speaker finds the building controller and attaches a script with the speaker's
ID as a param. The script attached to the building sends a custom back to each individual
speaker on events.
There is a one-to-one ratio of scripts attached to the building controller and speakers
placed for the building.
M00_Sound_Building_Ambient_RAD
This script handles all ambient sound effects for standard buildings. It is placed on an object that is located where the Master Control Terminal for the building is. For those
Source line:
608Event hooks: none detected
Persistence hooks: none detected
Key engine calls: none detected
Summary source:
source comment
Parameter Description:
Building_ID=0:int, Building_Type=0:int, Building Facing=0:int
Source Notes:
M00_Sound_Building_Ambient_RAD
This script handles all ambient sound effects for standard buildings. It is placed on an
object that is located where the Master Control Terminal for the building is. For those
buildings with no MCT, the object is located at the approximate center of the building
(this mainly applies to the Guard Tower and Tiberium Silo).
When the script is created, the building is assumed to start at full power. We can adjust
this later through other means - this script is only reactive, meaning its output only
plays sound effects and does not control other objects.
When a building is active, all sound effects for the building are played normally at
appropriate positions. Some may be on a timer basis, which is also handled here.
When a building is destroyed, the main ambient sounds are deactivated, and the power-down
sound sequence is played. This is another set of sounds played at preset locations.
When the power-down sequence completes, the power-down sound effects are deactivated and
the destroyed building sound effects commence, if the building is destroyed and has not
merely lost power.
When the building is repaired, the destroyed building sound effects cease, and a power-up
sequence is played.
When the power-up sequence completes, the power-up sound effects are stopped, and the
standard ambient sounds are reinstated.
When the building loses power, the power-down sound effects are played, and all power-loss
sounds are started.
In essence, there are several points throughout each building where standard sounds will
be played. Each location plays one sound at a time, and may or may not loop.
Parameters:
Building_ID = Which building this script is associated with.
Building_Type = A number indicating which type of building this is.
Building_Facing = Which cardinal direction the building is facing.
Building Type Numbers:
01 = NOD Tiberium Refinery
02 = NOD Communications Center
03 = NOD Power Plant
04 = NOD Airfield
05 = NOD Construction Yard
06 = NOD Guard Tower
07 = NOD Hand of Nod
08 = NOD Landing Pad
09 = NOD Obelisk of Light
10 = NOD Repair Facility
11 = NOD Tiberium Silo
21 = GDI Tiberium Refinery
22 = GDI Communications Center
23 = GDI Power Plant
24 = GDI Weapons Factory
25 = GDI Construction Yard
26 = GDI Guard Tower
27 = GDI Infantry Barracks
28 = GDI Landing Pad
29 = GDI Advanced Guard Tower
30 = GDI Repair Facility
31 = GDI Tiberium Silo
Cardinal Direction Numbers:
0 = North
1 = East
2 = South
3 = West
M00_Sound_Play_2D_RAD
Plays a configured 2D sound immediately or in response to a custom event, with optional repeats and delays.
Source line:
79Event hooks:
Created,Custom,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Start_Timer,Get_RandomSummary source:
manual
Parameter Description:
Start_Now=0:int, Receive_Type:int, Receive_Param_On=1:int, Receive_Param_Off=0:int,
Sound_Effect:string, Play_Count=1:int, Sound_Delay_Min=0.1:float, Sound_Delay_Max=0.1:float,
Debug_Mode=0:int
Source Notes:
M00_Sound_Play_2D_RAD
Play a 2D sound one or more times, with a delay factor in between.
Parameters:
Sound_Effect = The 2D sound effect to play.
Play_Count = How many times the sound should play.
Sound_Delay_Min = The minimum wait before playing the sound.
Sound_Delay_Max = The maximum wait before playing the sound.
M00_Sound_Play_3D_At_Bone_RMV
Play a 3D sound one or more times, with a delay factor in between, on an object.
Source line:
433Event hooks:
Created,Custom,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Start_Timer,Find_Object,Get_Bone_Position,Get_RandomSummary source:
source comment
Parameter Description:
Start_Now=0:int, Receive_Type:int, Receive_Param_On=1:int, Receive_Param_Off=0:int, Object_ID:int,
Bone_Name:string, Sound_Effect:string, Play_Count=1:int, Sound_Delay_Min=0.1:float,
Sound_Delay_Max=0.1:float, Debug_Mode=0:int
Source Notes:
M00_Sound_Play_3D_At_Bone_RMV
Play a 3D sound one or more times, with a delay factor in between, on an object.
Parameters:
Object_ID = The ID of the object to play the sound on.
Bone_Name = The bone at which to play the sound.
Sound_Effect = The sound effect to play.
Play_Count = The number of times to play the sound.
Sound_Delay_Min = The minimum delay before playing the sound.
Sound_Delay_Max = The maximum delay before playing the sound.
M00_Sound_Play_3D_At_Location_RMV
Play a 3D sound one or more times, with a delay factor in between, at this location.
Source line:
331Event hooks:
Created,Custom,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Start_Timer,Get_RandomSummary source:
source comment
Parameter Description:
Start_Now=0:int, Receive_Type:int, Receive_Param_On=1:int, Receive_Param_Off=0:int,
Sound_Effect:string, Play_Count=1:int, Sound_Delay_Min=0.1:float, Sound_Delay_Max=0.1:float,
Origin:vector3, Debug_Mode=0:int
Source Notes:
M00_Sound_Play_3D_At_Location_RMV
Play a 3D sound one or more times, with a delay factor in between, at this location.
Parameters:
Sound_Effect = The sound effect to be played.
Play_Count = The number of times to play the sound.
Sound_Delay_Min = The minimum delay before playing the sound.
Sound_Delay_Max = The maximum delay before playing the sound.
Origin = The Vector3 coordinate to play the sound at.
M00_Sound_Play_3D_On_Object_RAD
Play a 3D sound one or more times, with a delay factor in between, on an object.
Source line:
185Event hooks:
Created,Custom,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Start_Timer,Find_Object,Get_Position,Get_RandomSummary source:
source comment
Parameter Description:
Start_Now=0:int, Receive_Type:int, Receive_Param_On=1:int, Receive_Param_Off=0:int, Object_ID:int,
Sound_Effect:string, Play_Count=1:int, Sound_Delay_Min=0.1:float, Sound_Delay_Max=0.1:float,
Debug_Mode=0:int
Source Notes:
M00_Sound_Play_3D_On_Object_RAD
Play a 3D sound one or more times, with a delay factor in between, on an object.
Parameters:
Object_ID = The ID of the object to play the sound on.
Sound_Effect = The sound effect to play.
Play_Count = The number of times to play this effect.
Sound_Delay_Min = The minimum delay until the sound is played.
Sound_Delay_Max = The maximum delay until the sound is played.
Special Information:
Object_ID of 0 = Play on self.
Play_Count of 0 = Play an endless loop.
RMV_Audio_Sound_Player_Preset
RMV_Audio_Sound_Player_Preset in Toolkit_Sounds.cpp initializes behavior when the object is created; responds to custom events.
Source line:
689Event hooks:
Created,CustomPersistence hooks: none detected
Key engine calls:
Create_SoundSummary source:
heuristic
Parameter Description:
Preset_Name:string, Custom_Type=0:int, Custom_Param=0:int, Sound_Origin:vector3
RMV_Audio_Sound_Player_WAV
RMV_Audio_Sound_Player_WAV in Toolkit_Sounds.cpp initializes behavior when the object is created; responds to custom events.
Source line:
659Event hooks:
Created,CustomPersistence hooks: none detected
Key engine calls:
Create_3D_WAV_Sound_At_Bone,Create_2D_WAV_SoundSummary source:
heuristic
Parameter Description:
WAV_File:string, Is_3D=1:int, Custom_Type=0:int, Custom_Param=0:int
RMV_Audio_Timer_Delay
RMV_Audio_Timer_Delay in Toolkit_Sounds.cpp initializes behavior when the object is created; continues work on timer callbacks; uses timers; sends custom events.
Source line:
613Event hooks:
Created,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Find_Object,Send_Custom_Event,Start_Timer,Get_RandomSummary source:
heuristic
Parameter Description:
Target_ID:int, Custom_Type=0:int, Custom_Param=0:int, Delay_Min=0.0:float, Delay_Max=0.0:float,
Timer_ID=0:int, Repeat=1:int, Randomize_Each_Time=1:int
RMV_Sound_Play_Near_Player
RMV_Sound_Play_Near_Player in Toolkit_Sounds.cpp initializes behavior when the object is created; responds to custom events; continues work on timer callbacks; uses timers.
Source line:
712Event hooks:
Created,Custom,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Get_A_Star,Get_Position,Get_Random,Create_Sound,Start_TimerSummary source:
heuristic
Parameter Description:
Receive_Type:int, Receive_Param:int, Max_Offset:vector3, Sound_Preset:string, Frequency_Min:float,
Frequency_Max=0.0:float