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AudioSystem
Documents the AudioSystem class and its functions.
NOT DOCUMENTED
We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking AudioSystem

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auds = Game.GetAudioSystem()
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Sub-Functions

CloseAcousticPortal

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CloseAcousticPortal(object : ref:GameObject);
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GetPlaylistCurrentSong

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GetPlaylistCurrentSong(playlistName : CName) : CName;
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GetPlaylistSongs

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GetPlaylistSongs(playlistName : CName) : array:CName;
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GlobalParameter

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GlobalParameter(parameterName : CName, parameterValue : Float);
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HandleCombatMix

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HandleCombatMix(localPlayer : ref:GameObject);
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HandleDynamicMixAreaEnter

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HandleDynamicMixAreaEnter(localPlayer : ref:GameObject);
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HandleOutOfCombatMix

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HandleOutOfCombatMix(localPlayer : ref:GameObject);
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IsInScanningMode

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IsInScanningMode() : Bool;
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LoadBank

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LoadBank(bankName : String);
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NotifyGameTone

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NotifyGameTone(eventName : CName);
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OnGameEnd

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OnGameEnd() : Bool;
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OpenAcousticPortal

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OpenAcousticPortal(object : ref:GameObject);
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Parameter

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Parameter(parameterName : CName, parameterValue : Float, optional entityID : EntityID, optional emitterName : CName);
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Play

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Play(eventName : CName, optional entityID : EntityID, optional emitterName : CName);
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PlayImpact

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PlayImpact(impactContext : CName, position : Vector4, object : ref:GameObject);
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PlayItemActionSound

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PlayItemActionSound(action : CName, itemData : wref:gameItemData);
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PlayItemLootedSound

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PlayItemLootedSound(itemData : wref:gameItemData);
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PlayLootAllSound

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PlayLootAllSound();
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PlayShockwave

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PlayShockwave(shockwaveType : CName, position : Vector4);
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RegisterEnemyPingStim

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RegisterEnemyPingStim(enemyState : gamedataNPCHighLevelState, isPoliceman : Bool);
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RegisterPreventionHeatStage

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RegisterPreventionHeatStage(preventionHeatStage : Uint8);
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RequestSongOnPlaylist

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RequestSongOnPlaylist(playlistName : CName, songName : CName);
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RequestSongOnRadioStation

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RequestSongOnRadioStation(stationName : CName, songName : CName);
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SetBDCameraListenerOverride

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SetBDCameraListenerOverride(value : Bool);
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SetInScanningMode

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SetInScanningMode(inScanningMode : Bool);
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State

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State(stateGroup : String, state : String);
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Stop

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Stop(eventName : CName, optional entityID : EntityID, optional emitterName : CName);
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Switch

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Switch(switchName : CName, switchValue : CName, optional entityID : EntityID, optional emitterName : CName);
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TriggerFlyby

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TriggerFlyby(position : Vector4, direction : Vector4, startPosition : Vector4, object : ref:GameObject);
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UnloadBank

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UnloadBank(bankName : String);
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VoIsPerceptible

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VoIsPerceptible(entityId : EntityID) : Bool;
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Last modified 9mo ago