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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