BlackICE Scripting

class game

GameAudioSystem

game.GameAudioSystem

  • 2 properties
  • 49 functions

Extends game.IGameAudioSystem game.IGameSystem IScriptable ISerializable

Properties

PropertyTypeOffset
enemyPingStimCountbyte0x0 scripted
mixHasDetectedCombatbool0x1 scripted

Functions

  • void Play(CName eventName, ent.EntityID? entityID, CName? emitterName) RTTI
  • void Stop(CName eventName, ent.EntityID? entityID, CName? emitterName) RTTI
  • void PlayImpact(CName impactContext, Vector4 position, game.Object objectt) RTTI
  • void PlayOnEmitter(CName eventName, ent.EntityID entityID, CName emitterName) RTTI
  • void Switch(CName switchName, CName switchValue, ent.EntityID? entityID, CName? emitterName) RTTI
  • void Parameter(CName parameterName, float parameterValue, ent.EntityID? entityID, CName? emitterName) RTTI
  • void GlobalParameter(CName parameterName, float parameterValue) RTTI
  • void State(string stateGroup, string state) RTTI
  • void PlayShockwave(CName shockwaveType, Vector4 position) RTTI
  • void OpenAcousticPortal(game.Object objectt) RTTI
  • void CloseAcousticPortal(game.Object objectt) RTTI
  • void NotifyGameTone(CName eventName) RTTI
  • void RequestSongOnRadioStation(CName stationName, CName songName) RTTI
  • void RequestSongOnPlaylist(CName playlistName, CName songName) RTTI
  • CName[] GetPlaylistSongs(CName playlistName) RTTI
  • CName GetPlaylistCurrentSong(CName playlistName) RTTI
  • void SetInScanningMode(bool inScanningMode) RTTI
  • bool IsInScanningMode() RTTI
  • ushort SetTriggerEffectMode(CName effect) RTTI
  • void ReplaceTriggerEffectMode(ushort id, CName effect) RTTI
  • void UpdateTriggerEffectFrequency() RTTI
  • void UnsetTriggerEffectMode(ushort id) RTTI
  • ushort SetTriggerEffectModeTimed(CName effect, float time) RTTI
  • game.InputTriggerState GetLeftTriggerState() RTTI
  • game.InputTriggerState GetRightTriggerState() RTTI
  • void TriggerFlyby(Vector4 position, Vector4 direction, Vector4 startPosition, game.Object objectt) RTTI
  • void RegisterEnemyPingStim(game.data.NPCHighLevelState enemyState, bool isPoliceman) RTTI
  • void RegisterPreventionHeatStage(byte preventionHeatStage) RTTI
  • void SetBDCameraListenerOverride(bool value) RTTI
  • bool VoIsPerceptible(ent.EntityID entityId) RTTI
  • void AddTriggerEffect(CName effectName, CName label) RTTI
  • void ReplaceTriggerEffect(CName effectName, CName label, bool? createIfNotPresent) RTTI
  • void RevertTriggerEffect(CName label) RTTI
  • void RemoveTriggerEffect(CName label) RTTI
  • void RemoveAllTriggerEffects() RTTI
  • void EquipNewFootwearByPlayer(game.ItemID itemID) RTTI
  • void EquipNewOutfitByPlayer(game.ItemID itemID) RTTI
  • void UnequipOutfitByPlayer(game.ItemID itemID) RTTI
  • float GetMeleeChargedAttackMinimumValue(CName configName) RTTI
  • void PlayLootAllSound() RTTI
  • void PlayItemActionSound(CName action, WeakHandle<game.ItemData> itemData) RTTI
  • void PlayItemLootedSound(WeakHandle<game.ItemData> itemData) RTTI
  • void HandleDynamicMixAreaEnter(game.Object localPlayer) RTTI
  • void HandleDynamicMixAreaExit(game.Object localPlayer) RTTI
  • void HandleCombatMix(game.Object localPlayer) RTTI
  • void HandleOutOfCombatMix(game.Object localPlayer) RTTI
  • bool OnGameEnd() RTTI
  • void AddTriggerEffectIfPlayerNotInVehicleDriverSeat(game.Object playerObject, CName triggerName, CName triggerLabel) RTTI
  • bool IsPlayerInVehicleInDriverSeat(game.Object playerObject) RTTI