G1R AngelScript
Scripting reference for the Gothic 1 Remake
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GothicSound Namespace Reference

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.

Function Documentation

◆ SpawnSoundAtLocation()

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.

Parameters
Soundsound to play
LocationWorld position to play sound at
RotationWorld rotation to play sound at
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
ConcurrencySettingsOverride concurrency settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
An audio component to manipulate the spawned sound

◆ SpawnSoundAttached()

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.

Parameters
Soundsound to play
AttachPointNameOptional named point within the AttachComponent to play the sound at
LocationDepending 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
RotationDepending 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
LocationTypeSpecifies whether Location is a relative offset or an absolute world position
bStopWhenAttachedToDestroyedSpecifies whether the sound should stop playing when the owner of the attach to component is destroyed.
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
ConcurrencySettingsOverride concurrency settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
An audio component to manipulate the spawned sound