C_SFX Daedalus class
Class C_SFX
defines sound effects of the game.
Class definition
Class definition as it is defined in Scripts/System/_intern/SFX.d
script file.
C_Sfx Daedalus class
Class members
Variable | Type | Description |
---|---|---|
file | string | Sound file in .wav format |
pitchOff | int | Pitch offset in semitones |
pitchVar | int | Semitone variance |
vol | int | Sound volume |
loop | int | Enable looping |
loopStartOffset | int | Loop start offset |
loopEndOffset | int | Loop end offset |
reverbLevel | float | Reverb level |
pfxName | string | Particle effect name |
Class member overview
file
This variable holds the name of the sound file in .wav
format. It is used to specify which sound effect should be played. The file must be located in the _work/Data/Sound/SFX/
directory, so the game can access it.
pitchOff
The pitchOff
variable sets the pitch offset in semitones. This allows you to adjust the pitch of the sound effect up or down, providing flexibility in how the sound is perceived in the game.
pitchVar
pitchVar
defines the semitone variance for the sound effect.
vol
This variable controls the sound volume.
loop
The loop
variable enables or disables looping of the sound effect. When set to true, the sound will continuously repeat, which is useful for background sounds or ambient effects like fire or wind.
loopStartOffset
loopStartOffset
specifies the point in the sound file where looping should start. This allows for more precise control over which part of the sound effect is repeated.
loopEndOffset
Similar to loopStartOffset
, loopEndOffset
defines where the looping should end. Together, these two variables allow you to create seamless loops by specifying the exact segment of the sound file to be repeated.
reverbLevel
The reverbLevel
variable sets the level of reverb applied to the sound effect.
pfxName
This variable holds the name of the particle effect associated with the sound.