Kategorie: Effekte
/ Sound
Ab Engineversion: 7.0 OC
SetGlobalSoundModifier
Beschreibung
Sets a sound modifier to be applied to all sounds played that do not have a modifier already set.
Syntax
bool SetGlobalSoundModifier(proplist name, int player);
Parameter
- name:
- Modifier to be applied to all sounds.
- player:
- [opt] If non-nil: Modifier is applied to sounds played in viewports owned by this player.
Anmerkung
Modifier precendence from highest to lowest is: Only one modifier is applied at the time. It is not possible to combine multiple modifiers.
Beispiel
func Timer()
{
// Is there a player?
var player = GetPlayerByIndex(0, C4PT_User);
if (player >= 0)
{
// Is the player controlling a clonk in a cave?
var mod = nil;
var clonk = GetCursor(player);
if (clonk) if (clonk->GetMaterial() == Material("Tunnel"))
{
// Controlled clonk is in a cave - do some cave sounds!
mod = Ambience.CaveModifier;
}
SetGlobalSoundModifier(mod, player);
}
}
Scenario timer script: When this function is called, it sets a cave reverb sound modifier whenever the clonk of the first player is in front of tunnel background.


