Definition at line 81 of file SoundChannel.cs.
◆ SoundChannel()
| Barotrauma.Sounds.SoundChannel.SoundChannel |
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Sound |
sound, |
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float |
gain, |
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Vector3? |
position, |
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float |
freqMult, |
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float |
near, |
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float |
far, |
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string |
category, |
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bool |
muffle = false |
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) |
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◆ Dispose()
| void Barotrauma.Sounds.SoundChannel.Dispose |
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| ) |
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◆ FadeOutAndDispose()
| void Barotrauma.Sounds.SoundChannel.FadeOutAndDispose |
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| ) |
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◆ ToString()
| override string Barotrauma.Sounds.SoundChannel.ToString |
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| ) |
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◆ UpdateStream()
| void Barotrauma.Sounds.SoundChannel.UpdateStream |
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| ) |
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◆ frequencyMultiplier
| float Barotrauma.Sounds.SoundChannel.frequencyMultiplier |
◆ ALSourceIndex
| int Barotrauma.Sounds.SoundChannel.ALSourceIndex = -1 |
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get |
◆ Category
| string Barotrauma.Sounds.SoundChannel.Category |
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getset |
◆ CurrentAmplitude
| float???? Barotrauma.Sounds.SoundChannel.CurrentAmplitude |
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get |
◆ FadingOutAndDisposing
| bool Barotrauma.Sounds.SoundChannel.FadingOutAndDisposing |
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get |
◆ Far
| float Barotrauma.Sounds.SoundChannel.Far |
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getset |
◆ FilledByNetwork
| bool Barotrauma.Sounds.SoundChannel.FilledByNetwork |
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get |
◆ FrequencyMultiplier
| float Barotrauma.Sounds.SoundChannel.FrequencyMultiplier |
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getset |
◆ Gain
| float Barotrauma.Sounds.SoundChannel.Gain |
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getset |
◆ IsPlaying
| bool Barotrauma.Sounds.SoundChannel.IsPlaying |
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get |
◆ IsStream
| bool Barotrauma.Sounds.SoundChannel.IsStream |
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get |
◆ Looping
| bool? Barotrauma.Sounds.SoundChannel.Looping |
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getset |
◆ MaxStreamSeekPos
| long Barotrauma.Sounds.SoundChannel.MaxStreamSeekPos |
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get |
◆ Muffled
| bool? Barotrauma.Sounds.SoundChannel.Muffled |
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getset |
◆ Near
| float Barotrauma.Sounds.SoundChannel.Near |
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getset |
◆ Position
| Vector3? Barotrauma.Sounds.SoundChannel.Position |
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getset |
◆ Sound
| Sound Barotrauma.Sounds.SoundChannel.Sound |
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get |
◆ StreamSeekPos
| int Barotrauma.Sounds.SoundChannel.StreamSeekPos |
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getset |