initExhaustSound
Definition
-- @/lua/ge/extensions/core/sounds.lua:93
local function initExhaustSound(vehicleId, engineId, jsonPath, nodeIdPairArray, noloadVol, loadVol)
local vehicle = scenetree.findObjectById(vehicleId)
if vehicle then
if type(nodeIdPairArray) ~= 'table' then
nodeIdPairArray = {{nodeIdPairArray, nodeIdPairArray}}
end
vehicle:engineSoundInit(engineId, jsonPath, nodeIdPairArray, 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 initExhaustSound(device, soundID, samplePath, exhaustNodeIDPairs, offLoadGain, onLoadGain, reference)
device.soundConfiguration[reference] = device.soundConfiguration[reference] or {}
obj:queueGameEngineLua(string.format("core_sounds.initExhaustSound(%d,%d,%q,%s,%f,%f)", objectId, soundID, samplePath, serialize(exhaustNodeIDPairs), offLoadGain, onLoadGain))
end
end
device:initExhaustSound(device.engineSoundIDExhaust, samplePath, endNodeIDPairs, offLoadGain, onLoadGain, "exhaust")