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initEngineSound

Definition


-- @/lua/ge/extensions/core/sounds.lua:82

local function initEngineSound(vehicleId, engineId, jsonPath, nodeIdArray, noloadVol, loadVol)
  local vehicle = scenetree.findObjectById(vehicleId)
  if vehicle then
    if type(nodeIdArray) ~= 'table' then
      nodeIdArray = {nodeIdArray}
    end
    vehicle:engineSoundInit(engineId, jsonPath, nodeIdArray, noloadVol or 1, loadVol or 1)
    vehicle:engineSoundParameterList(engineId, {wet_level = 0, dry_level = 1})
  end
end

Callers

@/lua/vehicle/powertrain/combustionEngine.lua

local function initEngineSound(device, soundID, samplePath, engineNodeIDs, offLoadGain, onLoadGain, reference)
  device.soundConfiguration[reference] = device.soundConfiguration[reference] or {}

  obj:queueGameEngineLua(string.format("core_sounds.initEngineSound(%d,%d,%q,%s,%f,%f)", objectId, soundID, samplePath, serialize(engineNodeIDs), offLoadGain, onLoadGain))
end
        local engineNodeIDs = {device.engineNodeID} --Hardcode intake sound location to a single node, no need for multiple
        device:initEngineSound(device.engineSoundID, samplePath, engineNodeIDs, offLoadGain, onLoadGain, "engine")
@/lua/vehicle/powertrain/electricMotor.lua

local function initEngineSound(device, soundID, samplePath, engineNodeIDs, offLoadGain, onLoadGain, reference)
  device.soundConfiguration[reference] = device.soundConfiguration[reference] or {}
  device.soundConfiguration[reference].blendFile = samplePath
  obj:queueGameEngineLua(string.format("core_sounds.initEngineSound(%d,%d,%q,%s,%f,%f)", objectId, soundID, samplePath, serialize(engineNodeIDs), offLoadGain, onLoadGain))
          local samplePath = sampleFolder .. sampleName .. ".sfxBlend2D.json"
          device:initEngineSound(device.engineSoundID, samplePath, {device.engineNodeID}, offLoadGain, onLoadGain, "motor")