setChannelVolume
Definition
-- @/=[C]:-1
function setChannelVolume(...)
Callers
@/lua/ge/extensions/flowgraph/nodes/audio/fade.lua
if self.channel then
Engine.Audio.setChannelVolume(self.channel, Engine.Audio.getChannelVolume(self.channel, false), true)
end
if self.timer >= duration then
Engine.Audio.setChannelVolume(self.channel, self.targetVolume, true)
self.pinOut.fadeDone.value = true
else
Engine.Audio.setChannelVolume(self.channel, lerp(self.origVolume, self.targetVolume, self.timer / duration), true)
end
@/lua/ge/extensions/core/settings/audio.lua
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelMaster', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelPower', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelForcedInduction', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelTransmission', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelSuspension', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelSurface', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelCollision', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelAero', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelEnvironment', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelMusic', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelUi', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelOther', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelLfe', value)
end
value = clamp(value, 0.0, 1.0)
Engine.Audio.setChannelVolume('AudioChannelIntercom', value)
end
@/lua/ge/extensions/editor/api/core.lua
editor.currentGameAudioVolume = Engine.Audio.getChannelVolume("AudioChannelMaster", false)
Engine.Audio.setChannelVolume("AudioChannelMaster", 0.0)
editor.muted = true
if editor.currentGameAudioVolume and editor.muted then
Engine.Audio.setChannelVolume("AudioChannelMaster", editor.currentGameAudioVolume)
end