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setVolumePitchCT

Definition


-- @/=[C]:-1
function setVolumePitchCT(...)

Callers

@/lua/ge/extensions/core/audioRibbon.lua
        end
        sfxEmitterOnAxis.emitter:setVolumePitchCT(
          sfxEmitterOnAxis.vol,
@/lua/vehicle/sounds.lua
  self.lastTexture = texture
  obj:setVolumePitchCT(self.obj, vol, pitch, color, texture)
  return true
@/lua/vehicle/wheels.lua
      if wd.tirePunctureLoop then
        obj:setVolumePitchCT(wd.tirePunctureLoop, punctureVolume, puncturePitch, punctureColor, 1)
      end
@/lua/vehicle/powertrain/combustionEngine.lua
    if device.engineMiscSounds.starterSoundEngine then
      obj:setVolumePitchCT(device.engineMiscSounds.starterSoundEngine, device.engineMiscSounds.starterVolume, 1, params.main_gain, 0)
    end
    if device.engineMiscSounds.shutOffSoundEngine then
      obj:setVolumePitchCT(device.engineMiscSounds.shutOffSoundEngine, device.engineMiscSounds.shutOffVolumeEngine, 1, params.main_gain, 0)
    end
    if device.engineMiscSounds.starterSoundExhaust then
      obj:setVolumePitchCT(device.engineMiscSounds.starterSoundExhaust, device.engineMiscSounds.starterVolumeExhaust, 1, params.main_gain, 0)
    end
    if device.engineMiscSounds.shutOffSoundExhaust then
      obj:setVolumePitchCT(device.engineMiscSounds.shutOffSoundExhaust, device.engineMiscSounds.shutOffVolumeExhaust, 1, params.main_gain, 0)
    end
@/lua/vehicle/controller/sound/linearMovement.lua
local function updateMovementSound(positionSensorBeamLength, movementVelocity, movementDirection, volume, pitch, dt)
  obj:setVolumePitchCT(movementSound, volume, pitch, movementDirection, 0)
@/lua/vehicle/powertrain/turbocharger.lua
      bovSound = bovSound or obj:createSFXSource2(turbo.bovSoundFileName or "event:>Vehicle>Forced_Induction>Turbo_01>turbo_bov", "AudioDefaultLoop3D", "Bov", assignedEngine.engineNodeID, 0)
      obj:setVolumePitchCT(bovSound, relativePressure * turboSizeCoef, 1, bovSoundVolumeCoef, 0)
      obj:cutSFX(bovSound)
      flutterSound = flutterSound or obj:createSFXSource2(turbo.flutterSoundFileName or "event:>Vehicle>Forced_Induction>Turbo_02>turbo_bov", "AudioDefaultLoop3D", "Flutter", assignedEngine.engineNodeID, 0)
      obj:setVolumePitchCT(flutterSound, relativePressure * turboSizeCoef, 1, flutterSoundVolumeCoef, 0)
      obj:cutSFX(flutterSound)
@/lua/vehicle/controller/sound/AVAS.lua
  local speedCoef = linearScale(speed, 0, maxSpeed, 0, 1)
  obj:setVolumePitchCT(forwardSound, warningVolume, 1, speedCoef, 0)
  obj:setVolumePitchCT(reverseSound, warningVolume, 1, speedCoef, 0)
  obj:setVolumePitchCT(forwardSound, warningVolume, 1, speedCoef, 0)
  obj:setVolumePitchCT(reverseSound, warningVolume, 1, speedCoef, 0)
end
@/lua/vehicle/powertrain/compressor.lua
  local color = 1 - device.deloadCoef
  obj:setVolumePitchCT(device.compressorSound, volume, pitch, color, 0)
  --guihooks.graph({"Pressure", device.accumulatorPressure, 55000000, ""}, {"Flow", device.pumpedAirFlow, 0.005, ""}, {"Volume Coef", volumeFlowCoef, 1, ""}, {"Volume", volume, 1, ""}, {"Pitch", pitch, 1, ""})
  obj:playSFX(device.compressorSound)
  obj:setVolumePitchCT(device.compressorSound, 0, 0, 0, 0)
@/lua/vehicle/powertrain/hydraulicPump.lua
  local isLowFlow = device.pumpFlowRate < 0.000005
  obj:setVolumePitchCT(device.pumpSound, volume, pitch, normalizedPressure, device.pumpLoopStartStopEnabled and (isLowFlow and 0 or 1) or 0.5)
  device.pumpSound = obj:createSFXSource2(pumpLoopEvent, "AudioDefaultLoop3D", "pumpSound", pumpLoopNodeId, 1)
  obj:setVolumePitchCT(device.pumpSound, 0, 0, 0, 0)
  obj:playSFX(device.pumpSound)
@/lua/vehicle/powertrain/hydraulicCylinder.lua
    local volume = linearScale(absVelocitySmooth, cylinder.movementLoopVolumeMinVelocity, cylinder.movementLoopVolumeMaxVelocity, cylinder.movementLoopVolumeMin, cylinder.movementLoopVolumeMax)
    obj:setVolumePitchCT(cylinder.movementSound, volume, 1, 0, 0)
    cylinder.movementSound = obj:createSFXSource2(cylinderMovementEvent, "AudioDefaultLoop3D", "movementSound", movementLoopNodeId, 1)
    obj:setVolumePitchCT(cylinder.movementSound, 0, 0, 0, 0)
    obj:playSFX(cylinder.movementSound)