stopSFX
Definition
-- @/=[C]:-1
function stopSFX(...)
Callers
@/lua/vehicle/controller/pneumatics.lua
local function adjustBeamGroupSounds(groupData, pressureDiff)
obj:stopSFX(groupData.soundLoopUp)
obj:stopSFX(groupData.soundLoopDown)
obj:stopSFX(groupData.soundLoopUp)
obj:stopSFX(groupData.soundLoopDown)
groupData.isPlayingUp = false
obj:stopSFX(groupData.soundLoopDown)
if enabled and not groupData.isPlayingUp then
obj:stopSFX(groupData.soundLoopUp)
if enabled and not groupData.isPlayingDown then
if g.isPlayingUp then
obj:stopSFX(g.soundLoopUp)
g.isPlayingUp = false
if g.isPlayingDown then
obj:stopSFX(g.soundLoopDown)
g.isPlayingDown = false
@/lua/vehicle/electrics.lua
else
obj:stopSFX(snd)
end
if hornSound1 then
obj:stopSFX(hornSound1)
end
@/lua/vehicle/wheels.lua
if wd.tirePunctureLoop then
obj:stopSFX(wd.tirePunctureLoop)
end
@/lua/vehicle/controller/sound/AVAS.lua
obj:playSFX(forwardSound)
obj:stopSFX(reverseSound)
elseif desiredState == "playingReverse" then
obj:playSFX(reverseSound)
obj:stopSFX(forwardSound)
elseif desiredState == "stopped" then
elseif desiredState == "stopped" then
obj:stopSFX(forwardSound)
obj:stopSFX(reverseSound)
obj:stopSFX(forwardSound)
obj:stopSFX(reverseSound)
end
local function reset()
obj:stopSFX(forwardSound)
obj:stopSFX(reverseSound)
obj:stopSFX(forwardSound)
obj:stopSFX(reverseSound)
currentState = "stopped"
@/lua/vehicle/powertrain/combustionEngineThermals.lua
if radiatorFanSound and radiatorFanElectricSoundPlaying then
obj:stopSFX(radiatorFanSound)
radiatorFanElectricSoundPlaying = false
if radiatorHissSound then
obj:stopSFX(radiatorHissSound)
end
if radiatorFanSound then
obj:stopSFX(radiatorFanSound)
if radiatorFanType == "mechanical" then
@/lua/vehicle/powertrain/combustionEngine.lua
device.starterEngagedCoef = 0
obj:stopSFX(device.engineMiscSounds.starterSoundEngine)
if device.engineMiscSounds.starterSoundExhaust then
if device.engineMiscSounds.starterSoundExhaust then
obj:stopSFX(device.engineMiscSounds.starterSoundExhaust)
end
device.starterEngagedCoef = 0
obj:stopSFX(device.engineMiscSounds.starterSoundEngine)
if device.engineMiscSounds.starterSoundExhaust then
if device.engineMiscSounds.starterSoundExhaust then
obj:stopSFX(device.engineMiscSounds.starterSoundExhaust)
end
device.starterDisabled = false
obj:stopSFX(device.engineMiscSounds.starterSoundEngine)
if device.engineMiscSounds.starterSoundExhaust then
if device.engineMiscSounds.starterSoundExhaust then
obj:stopSFX(device.engineMiscSounds.starterSoundExhaust)
end
if crankedLongEnough and didStartEngine then
obj:stopSFX(device.engineMiscSounds.starterSoundEngine)
if device.engineMiscSounds.starterSoundExhaust then
if device.engineMiscSounds.starterSoundExhaust then
obj:stopSFX(device.engineMiscSounds.starterSoundExhaust)
end
@/lua/vehicle/controller/pneumatics/lowAirPressureWarning.lua
if lowAirWarningSoundEvent and isPlayingLowPressureSound then
obj:stopSFX(lowAirWarningSoundEvent)
isPlayingLowPressureSound = false
if lowAirWarningSoundEvent then
obj:stopSFX(lowAirWarningSoundEvent)
end
@/lua/vehicle/controller/sound/reverseWarn.lua
elseif isWarning then
obj:stopSFX(beepLoop or -1)
isWarning = false
@/lua/vehicle/fire.lua
if fireBurnSoundPlaying then
obj:stopSFX(fireBurnSoundObj)
fireBurnSoundPlaying = false
if fireBurnSoundObj then
obj:stopSFX(fireBurnSoundObj)
fireBurnSoundPlaying = false
@/lua/vehicle/controller/jato.lua
for i = 1, thrusterCount do
obj:stopSFX(thrusterLoops1 and thrusterLoops1[i] or -1)
end
for i = 1, thrusterCount do
obj:stopSFX(thrusterLoops1 and thrusterLoops1[i] or -1)
obj:stopSFX(thrusterLoops2 and thrusterLoops2[i] or -1)
obj:stopSFX(thrusterLoops1 and thrusterLoops1[i] or -1)
obj:stopSFX(thrusterLoops2 and thrusterLoops2[i] or -1)
end
@/lua/vehicle/controller/sound/linearMovement.lua
if isPlaying then
obj:stopSFX(movementSound)
isPlaying = false
if movementSound then
obj:stopSFX(movementSound)
end
@/lua/vehicle/powertrain/nitrousOxideInjection.lua
for k, _ in ipairs(purgeValveNodes) do
obj:stopSFX(purgeSounds[k] or -1)
end
for k, _ in ipairs(purgeValveNodes) do
obj:stopSFX(purgeSounds[k] or -1)
end
@/lua/vehicle/powertrain/manualGearbox.lua
device.gearGrindLoop:setVolumePitch(0, 0, 0, 0)
obj:stopSFX(device.gearGrindLoop.obj)
end
@/lua/vehicle/controller/hydraulicSuspension.lua
elseif isPumpSoundPlaying then
obj:stopSFX(pumpSoundLoop)
isPumpSoundPlaying = false
@/lua/vehicle/controller/pneumatics/actuators.lua
if increasing then
obj:stopSFX(g.soundLoopDecrease)
g.isPlayingDecrease = false
else
obj:stopSFX(g.soundLoopIncrease)
g.isPlayingIncrease = false
obj:stopSFX(g.soundLoopIncrease)
obj:stopSFX(g.soundLoopDecrease)
obj:stopSFX(g.soundLoopIncrease)
obj:stopSFX(g.soundLoopDecrease)
if g.enableDebug and (g.isPlayingIncrease or g.isPlayingDecrease) then
@/lua/vehicle/powertrain/turbocharger.lua
if bovSound then
obj:stopSFX(bovSound)
end
if flutterSound then
obj:stopSFX(flutterSound)
end