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This file was automatically generated from diguySoundInstance.h. Do not edit this file directly; the changes will be lost.Includes: declspec_diguy.h
Contents:
class diguySoundInstance
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class BDI_DECLSPEC_diguy diguySoundInstance { public: const char* get_name(); const char* get_type_name(); int play(double offset = 0.0); int get_is_playing(); int get_is_stopping(); int stop(float rampdown_time = 0.0f); int set_automatic_destroy_flag(); void set_is_3d_sound_flag(int is_3d_sound_flag); int get_is_3d_sound_flag();
function diguySoundInstance::get_name |
Prototype:
Returns:const char* get_name();
name of the sound used by the sound instance.Callable From:
- C++
- Script
function diguySoundInstance::get_type_name |
Prototype:
Returns:const char* get_type_name();
type name of the object; this value will never be NULLCallable From:
- C++
- Script
function diguySoundInstance::play |
Prototype:
Description:int play(double offset = 0.0);
This function causes the sound to play immediately, starting from the specified time offset. The sound will continue until it has completed, or it is stopped.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySoundInstance::get_is_playing |
Prototype:
Returns:int get_is_playing();
1 if the sound is playing; 0 if notCallable From:
- C++
- Script
function diguySoundInstance::get_is_stopping |
Prototype:
Returns:int get_is_stopping();
1 if the sound is stopping; 0 if notCallable From:
- C++
- Script
function diguySoundInstance::stop |
Prototype:
Description:int stop(float rampdown_time = 0.0f);
This function causes this sound to stop. It does not destroy the sound instance. The sound instance can be played again if desired.Arguments
rampdown_time how long to take fading out the sound *b Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySoundInstance::set_automatic_destroy_flag |
Prototype:
Description:int set_automatic_destroy_flag();
This function causes the sound instance to be automatically deleted when the sound has completed. No further calls through the diguySoundInstance object can or should be made, so this function should only be called once all durations, reps, etc. have been set.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySoundInstance::set_is_3d_sound_flag |
Prototype:
Description:void set_is_3d_sound_flag(int is_3d_sound_flag);
This function sets whether the sound is "ambient" (it will be equally audible from everywhere within the world), or "3d" (it will move with the character.Arguments
Callable From:
is_3d_sound_flag pass 1 to make the sound 3d; pass 0 to make the sound ambient
- C++
- Script
function diguySoundInstance::get_is_3d_sound_flag |
Prototype:
Returns:int get_is_3d_sound_flag();
1 if the sound is 3d; 0 if notCallable From:
- C++
- Script
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