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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Functions | |
Audio | |
| UAudioComponent | SpawnSoundAttached (USoundBase Sound, USceneComponent AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(), FRotator Rotation=FRotator(), EAttachLocation LocationType=EAttachLocation ::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, USoundConcurrency ConcurrencySettings=nullptr, bool bAutoDestroy=true) |
| This function allows users to create and play Audio Components attached to a specific Scene Component. | |
| UAudioComponent | SpawnSoundAtLocation (USoundBase Sound, FVector Location, FRotator Rotation=FRotator(), float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, USoundConcurrency ConcurrencySettings=nullptr, bool bAutoDestroy=true) |
| Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point. | |
| UAudioComponent SpawnSoundAtLocation | ( | USoundBase | Sound, |
| FVector | Location, | ||
| FRotator | Rotation = FRotator ( ), | ||
| float32 | VolumeMultiplier = 1.000000, | ||
| float32 | PitchMultiplier = 1.000000, | ||
| float32 | StartTime = 0.000000, | ||
| USoundAttenuation | AttenuationSettings = nullptr, | ||
| USoundConcurrency | ConcurrencySettings = nullptr, | ||
| bool | bAutoDestroy = true ) |
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
Note: This is a modified copy of UGameplayStatics::SpawnSoundAtLocation. It does the same, except that it doesn't start playing right away.
| Sound | sound to play |
| Location | World position to play sound at |
| Rotation | World rotation to play sound at |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| UAudioComponent SpawnSoundAttached | ( | USoundBase | Sound, |
| USceneComponent | AttachToComponent, | ||
| FName | AttachPointName = NAME_None, | ||
| FVector | Location = FVector ( ), | ||
| FRotator | Rotation = FRotator ( ), | ||
| EAttachLocation | LocationType = EAttachLocation :: KeepRelativeOffset, | ||
| bool | bStopWhenAttachedToDestroyed = false, | ||
| float32 | VolumeMultiplier = 1.000000, | ||
| float32 | PitchMultiplier = 1.000000, | ||
| float32 | StartTime = 0.000000, | ||
| USoundAttenuation | AttenuationSettings = nullptr, | ||
| USoundConcurrency | ConcurrencySettings = nullptr, | ||
| bool | bAutoDestroy = true ) |
This function allows users to create and play Audio Components attached to a specific Scene Component.
Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.
Note: This is a modified copy of UGameplayStatics::SpawnSoundAtLocation. It does the same, except that it doesn't start playing right away.
| Sound | sound to play |
| AttachPointName | Optional named point within the AttachComponent to play the sound at |
| Location | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset |
| Rotation | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| bStopWhenAttachedToDestroyed | Specifies whether the sound should stop playing when the owner of the attach to component is destroyed. |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |