Table of Contents

Class VirtualMicrophone

Namespace
Global
Assembly
Assembly-CSharp.dll
public class VirtualMicrophone
Inheritance
VirtualMicrophone
Inherited Members

Constructors

VirtualMicrophone(RoomCamera)

public VirtualMicrophone(RoomCamera camera)

Parameters

camera RoomCamera

Fields

ambientSoundPlayers

public List<AmbientSoundPlayer> ambientSoundPlayers

Field Value

List<AmbientSoundPlayer>

camera

public RoomCamera camera

Field Value

RoomCamera

deaf

public float deaf

Field Value

float

dopplerBlock

public float dopplerBlock

Field Value

float

globalSoundMuffle

public float globalSoundMuffle

Field Value

float

inWorldSoundsVolume

public float inWorldSoundsVolume

Field Value

float

lastI

public bool lastI

Field Value

bool

lastListenerPoint

public Vector2 lastListenerPoint

Field Value

Vector2

lastU

public bool lastU

Field Value

bool

listenerPoint

public Vector2 listenerPoint

Field Value

Vector2

listenerRad

public float listenerRad

Field Value

float

log

public List<string> log

Field Value

List<string>

samplesText

public FLabel samplesText

Field Value

FLabel

samplesText2

public FLabel samplesText2

Field Value

FLabel

soundLoader

public SoundLoader soundLoader

Field Value

SoundLoader

soundObjects

public List<VirtualMicrophone.SoundObject> soundObjects

Field Value

List<VirtualMicrophone.SoundObject>

underWater

public float underWater

Field Value

float

visualization

public FSprite visualization

Field Value

FSprite

visualization2

public FSprite visualization2

Field Value

FSprite

visualize

public bool visualize

Field Value

bool

volumeGroups

public float[] volumeGroups

Field Value

float[]

Properties

InWorldSoundsVolumeGoal

public float InWorldSoundsVolumeGoal { get; }

Property Value

float

room

public Room room { get; }

Property Value

Room

Methods

AllQuiet()

public void AllQuiet()

AllowSound(SoundID)

public bool AllowSound(SoundID soundId)

Parameters

soundId SoundID

Returns

bool

DrawUpdate(float, float)

public void DrawUpdate(float timeStacker, float timeSpeed)

Parameters

timeStacker float
timeSpeed float

GetSoundData(SoundID, int)

public SoundLoader.SoundData GetSoundData(SoundID soundId, int index)

Parameters

soundId SoundID
index int

Returns

SoundLoader.SoundData

InitVisualization()

public void InitVisualization()

Log(SoundID)

public void Log(SoundID soundId)

Parameters

soundId SoundID

Log(string)

public void Log(string strng)

Parameters

strng string

LogLoaderErrors()

public void LogLoaderErrors()

NewRoom(Room)

public void NewRoom(Room room)

Parameters

room Room

PanFromPoint(Vector2, float)

public float PanFromPoint(Vector2 ps, float timeStacker)

Parameters

ps Vector2
timeStacker float

Returns

float

PlayCustomDisembodiedLoop(string, DisembodiedLoopEmitter, float, float, float)

public void PlayCustomDisembodiedLoop(string soundName, DisembodiedLoopEmitter emitter, float pan, float vol, float pitch)

Parameters

soundName string
emitter DisembodiedLoopEmitter
pan float
vol float
pitch float

PlayCustomPositionedSound(string, PositionedSoundEmitter, float, float, bool, bool)

public void PlayCustomPositionedSound(string soundName, PositionedSoundEmitter controller, float vol, float pitch, bool loop, bool randomPosition)

Parameters

soundName string
controller PositionedSoundEmitter
vol float
pitch float
loop bool
randomPosition bool

PlayCustomSound(string, Vector2, float, float)

public void PlayCustomSound(string soundName, Vector2 pos, float vol, float pitch)

Parameters

soundName string
pos Vector2
vol float
pitch float

PlayCustomSoundDisembodied(string, float, float, float)

public void PlayCustomSoundDisembodied(string soundName, float pan, float vol, float pitch)

Parameters

soundName string
pan float
vol float
pitch float

PlayDisembodiedLoop(SoundID, DisembodiedLoopEmitter, float, float, float)

public void PlayDisembodiedLoop(SoundID soundId, DisembodiedLoopEmitter emitter, float pan, float vol, float pitch)

Parameters

soundId SoundID
emitter DisembodiedLoopEmitter
pan float
vol float
pitch float

PlaySound(SoundID, PositionedSoundEmitter, bool, float, float, bool)

public void PlaySound(SoundID soundId, PositionedSoundEmitter controller, bool loop, float vol, float pitch, bool randomStartPosition)

Parameters

soundId SoundID
controller PositionedSoundEmitter
loop bool
vol float
pitch float
randomStartPosition bool

PlaySound(SoundID, float, float, float)

public void PlaySound(SoundID soundId, float pan, float vol, float pitch)

Parameters

soundId SoundID
pan float
vol float
pitch float

PlaySound(SoundID, float, float, float, int)

public void PlaySound(SoundID soundId, float pan, float vol, float pitch, int volumeGroup)

Parameters

soundId SoundID
pan float
vol float
pitch float
volumeGroup int

PlaySound(SoundID, Vector2, float, float)

public void PlaySound(SoundID soundId, Vector2 pos, float vol, float pitch)

Parameters

soundId SoundID
pos Vector2
vol float
pitch float

SoundClipReady(SoundData)

public bool SoundClipReady(SoundLoader.SoundData soundData)

Parameters

soundData SoundLoader.SoundData

Returns

bool

Update()

public void Update()

VolFromPoint(Vector2, float, float)

public float VolFromPoint(Vector2 ps, float timeStacker, float rangeFac)

Parameters

ps Vector2
timeStacker float
rangeFac float

Returns

float

ambientSoundCloseEnoughCheck(AmbientSound, AmbientSound)

public bool ambientSoundCloseEnoughCheck(AmbientSound ambientSoundA, AmbientSound ambientSoundB)

Parameters

ambientSoundA AmbientSound
ambientSoundB AmbientSound

Returns

bool