public class Sandbox.SoundEvent : Sandbox.GameResource
A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch.
Related Guides
Broader workflow and conceptual references connected to this API.
Constructors
Showing 2 constructors
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Methods
Showing 1 methods
protected virtual Sandbox.Bitmap CreateAssetTypeIcon(int width, int height)
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Properties
Showing 16 properties
public bool Sandbox.SoundEvent.AirAbsorption { get; set; }
Allow this sound to be absorbed by air
public int Sandbox.SoundEvent.Decibels { get; set; }Obsolete
How loud is this sound, affects how far away it can be heard
Obsolete: This is not used anymore
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.
public bool Sandbox.SoundEvent.DistanceAttenuation { get; set; }
Should the sound fade out over distance
public Sandbox.Curve Sandbox.SoundEvent.Falloff { get; set; }
The falloff curve for the sound.
public bool Sandbox.SoundEvent.Occlusion { get; set; }
Allow this sound to be occluded by geometry
public float Sandbox.SoundEvent.OcclusionRadius { get; set; }
The radius of this sound's occlusion in inches.
public RangedFloat Sandbox.SoundEvent.Pitch { get; set; }
The base pitch of the sound.
public bool Sandbox.SoundEvent.Reflections { get; set; }Obsolete
Allow this sound to trace reflections, allowing it to be heard indirectly
Obsolete: This API member is obsolete.
public virtual int Sandbox.SoundEvent.ResourceVersion { get; set; }
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; }
Allow this sound to be transmitted through geometry
public bool Sandbox.SoundEvent.UI { get; set; }
Is this sound 2D?
public RangedFloat Sandbox.SoundEvent.Volume { get; set; }
How loud the sound should be.
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.SoundEvent |