SoundEventclass
A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch.
Constructors2
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Methods1
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Properties18
Showing 18 properties
public bool Sandbox.SoundEvent.AirAbsorption { get; set; }
Allow this sound to be absorbed by air
bool—public int Sandbox.SoundEvent.Decibels { get; set; }
How loud is this sound, affects how far away it can be heard
Obsolete: This is not used anymore
int—public Sandbox.Audio.MixerHandle Sandbox.SoundEvent.DefaultMixer { get; set; }
Default mixer to play this sound with if one isn't provided on play.
public float Sandbox.SoundEvent.Distance { get; set; }
How many units the sound can be heard from.
float—public bool Sandbox.SoundEvent.DistanceAttenuation { get; set; }
Should the sound fade out over distance
bool—public Sandbox.Curve Sandbox.SoundEvent.Falloff { get; set; }
The falloff curve for the sound.
public bool Sandbox.SoundEvent.Occlusion { get; set; }
Legacy alias for `Sandbox.SoundEvent.OcclusionEnabled`.
Obsolete: Use OcclusionEnabled instead.
bool—public bool Sandbox.SoundEvent.OcclusionEnabled { get; set; }
Allow this sound to be occluded by geometry
bool—public float Sandbox.SoundEvent.OcclusionRadius { get; set; }
Legacy occlusion radius. No longer used by the simulation.
Obsolete: OcclusionRadius is no longer used by the simulation.
float—public RangedFloat Sandbox.SoundEvent.Pitch { get; set; }
The base pitch of the sound.
public bool Sandbox.SoundEvent.Reflections { get; set; }
Legacy alias for `Sandbox.SoundEvent.ReverbEnabled`.
Obsolete: Use ReverbEnabled instead.
bool—public virtual int Sandbox.SoundEvent.ResourceVersion { get; set; }
int—public bool Sandbox.SoundEvent.ReverbEnabled { get; set; }
Allow this sound to trace reflections, allowing it to be heard indirectly
bool—public Sandbox.SoundEvent.SoundSelectionMode Sandbox.SoundEvent.SelectionMode { get; set; }
Selection strategy to use when picking from multiple sounds.
public System.Collections.Generic.List`1<Sandbox.SoundFile> Sandbox.SoundEvent.Sounds { get; set; }
A random sound from the list will be selected to be played.
public bool Sandbox.SoundEvent.Transmission { get; set; }
Legacy transmission toggle. Transmission is now derived from occlusion and material response.
Obsolete: Transmission is derived from occlusion and material response.
bool—public bool Sandbox.SoundEvent.UI { get; set; }
Is this sound 2D?
bool—public RangedFloat Sandbox.SoundEvent.Volume { get; set; }
How loud the sound should be.
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