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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