forked from Mirrors/openclonk
61 lines
2.4 KiB
XML
61 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
|
<!DOCTYPE funcs
|
|
SYSTEM '../../../clonk.dtd'>
|
|
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
|
|
<funcs>
|
|
<func>
|
|
<title>SetGlobalSoundModifier</title>
|
|
<category>Effects</category>
|
|
<subcat>Sound</subcat>
|
|
<version>7.0 OC</version>
|
|
<syntax>
|
|
<rtype>bool</rtype>
|
|
<params>
|
|
<param>
|
|
<type>proplist</type>
|
|
<name>name</name>
|
|
<desc>Modifier to be applied to all sounds.</desc>
|
|
</param>
|
|
<param>
|
|
<type>int</type>
|
|
<name>player</name>
|
|
<desc>If non-nil: Modifier is applied to sounds played in viewports owned by this player.</desc>
|
|
<optional />
|
|
</param>
|
|
</params>
|
|
</syntax>
|
|
<desc>Sets a <emlink href="script/SoundModifiers.html">sound modifier</emlink> to be applied to all sounds played that do not have a modifier already set.</desc>
|
|
<remark>Modifier precendence from highest to lowest is:
|
|
<ul><li>Modifier given as parameter to <funclink>Sound</funclink> or <funclink>SoundAt</funclink></li>
|
|
<li>Modifier assigned to the player owning the viewport which has its center closest to the sound source</li>
|
|
<li>Global modifier (as set by SetGlobalSoundModifier(modifier, nil);)</li></ul>
|
|
Only one modifier is applied at the time. It is not possible to combine multiple modifiers.</remark>
|
|
<examples>
|
|
<example>
|
|
<code>func Timer()
|
|
{
|
|
// Is there a player?
|
|
var player = <funclink>GetPlayerByIndex</funclink>(0, C4PT_User);
|
|
if (player >= 0)
|
|
{
|
|
// Is the player controlling a clonk in a cave?
|
|
var mod = nil;
|
|
var clonk = <funclink>GetCursor</funclink>(player);
|
|
if (clonk) if (clonk-><funclink>GetMaterial</funclink>() == <funclink>Material</funclink>("Tunnel"))
|
|
{
|
|
// Controlled clonk is in a cave - do some cave sounds!
|
|
mod = Ambience.CaveModifier;
|
|
}
|
|
SetGlobalSoundModifier(mod, player);
|
|
}
|
|
}</code>
|
|
<text>Scenario timer script: When this function is called, it sets a cave reverb sound modifier whenever the clonk of the first player is in front of tunnel background.</text>
|
|
</example>
|
|
</examples>
|
|
<related><funclink>Sound</funclink>
|
|
<funclink>SoundAt</funclink>
|
|
<emlink href="script/SoundModifiers.html">Sound modifiers</emlink></related>
|
|
</func>
|
|
<author>Sven2</author><date>2015-08</date>
|
|
</funcs>
|