Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
soundevents.c
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2 {
3  AbstractWave m_SoundSetCallback;
4  int m_Type;
5  int m_ID;
6  int m_SoundVoiceAnimEventClassID;
7  bool m_RequestDestroy;
8  string m_SoundSetNameRoot;
9  bool m_SkipForControlledCharacter;
10  int m_Param;
11 
12 
13  void ~SoundEventBase()
14  {
16  }
17 
18  //obsolete function, now possible to set a param
19  bool IsSkipForControlled()
20  {
22  }
23 
24  void Tick()
25  {
27  {
28  m_RequestDestroy = true;
29  }
30  }
31 
32  bool IsSoundCallbackExist()
33  {
34  if( m_SoundSetCallback )
35  {
36  return true;
37  }
38 
39  return false;
40  }
41 
42  bool IsDestroyRequested()
43  {
44  return m_RequestDestroy;
45  }
46 
47  bool CanPlay()
48  {
49  return true;
50  }
51 
52  bool Play()
53  {
54  return true;
55  }
56 
57  void OnPlay(PlayerBase player);
58 
59  void Stop()
60  {
62  {
63  m_SoundSetCallback.Stop();
64  }
65  }
66 
67  int GetSoundEventID()
68  {
69  return m_ID;
70  }
71 
72  int GetSoundEventType()
73  {
74  return m_Type;
75  }
76 
77  AbstractWave GetSoundSetCallback()
78  {
79  return m_SoundSetCallback;
80  }
81 }
82 
83 class SoundEventHandler
84 {
85  static int GetSoundEventType(int id) { return -1; }
86  //void OnTick(float delta_time) {}
87  bool PlayRequest(EPlayerSoundEventID id, bool sent_from_server = false) { return true; }
88  bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server = false, int param = 0){ return true; };
89  int GetCurrentStateEventID() { return -1; }
90  int GetCurrentStateEventType() { return -1; }
91 }
SoundEventBase
Definition: soundevents.c:1
m_Type
eBleedingSourceType m_Type
Definition: bleedingsource.c:25
GetSoundEventType
class SoundEventBase GetSoundEventType(int id)
Definition: soundevents.c:85
GetCurrentStateEventID
int GetCurrentStateEventID()
Definition: soundevents.c:89
m_SoundSetCallback
AbstractWave m_SoundSetCallback
Definition: soundevents.c:2
PlayerBase
Definition: playerbaseclient.c:1
m_SkipForControlledCharacter
bool m_SkipForControlledCharacter
Definition: soundevents.c:8
PlayRequest
bool PlayRequest(EPlayerSoundEventID id, bool sent_from_server=false)
Definition: soundevents.c:87
GetCurrentStateEventType
int GetCurrentStateEventType()
Definition: soundevents.c:90
m_RequestDestroy
bool m_RequestDestroy
Definition: soundevents.c:6
PlayRequestEx
bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server=false, int param=0)
Definition: soundevents.c:88
EPlayerSoundEventID
EPlayerSoundEventID
Definition: playersoundeventhandler.c:1
AbstractWave
Definition: sound.c:118
m_ID
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition: effect.c:49