VE Lua Documentation

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createSoundscapeSound

Definition


-- @/lua/vehicle/sounds.lua:104

local function createSoundscapeSound(name)
  local soundscapes = v.data.soundscape
  if not soundscapes or not soundscapes[name] then
    return
  end
  local soundscape = soundscapes[name]
  return obj:createSFXSource2(soundscape.src, soundscape.descriptor or "AudioDefaultLoop3D", "", type(soundscape.node) == "number" and soundscape.node or M.refNode, 0)
end

Callers

@/lua/vehicle/input.lua
    if wd.parkingTorque and wd.parkingTorque > 0 then
      handbrakeSoundEngaging = handbrakeSoundEngaging or sounds.createSoundscapeSound("handbrakeEngaging")
      handbrakeSoundDisengaging = handbrakeSoundDisengaging or sounds.createSoundscapeSound("handbrakeDisengaging")
      handbrakeSoundEngaging = handbrakeSoundEngaging or sounds.createSoundscapeSound("handbrakeEngaging")
      handbrakeSoundDisengaging = handbrakeSoundDisengaging or sounds.createSoundscapeSound("handbrakeDisengaging")
      handbrakeSoundDisengaged = handbrakeSoundDisengaged or sounds.createSoundscapeSound("handbrakeDisengaged")
      handbrakeSoundDisengaging = handbrakeSoundDisengaging or sounds.createSoundscapeSound("handbrakeDisengaging")
      handbrakeSoundDisengaged = handbrakeSoundDisengaged or sounds.createSoundscapeSound("handbrakeDisengaged")
      break
@/lua/vehicle/electrics.lua
    if blinkPulse then
      indLoopSnd1 = indLoopSnd1 or sounds.createSoundscapeSound("indLoop1")
      sounds.playSoundSkipAI(indLoopSnd1)
    else
      indLoopSnd2 = indLoopSnd2 or sounds.createSoundscapeSound("indLoop2")
      sounds.playSoundSkipAI(indLoopSnd2)
    signalWarnState = false
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    automaticIndicatorStopHandler = manageAutomaticIndicatorStop
    indStopSnd = indStopSnd or sounds.createSoundscapeSound("indicatorStop")
  end
    signalWarnState = false
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    end
    indStopSnd = indStopSnd or sounds.createSoundscapeSound("indicatorStop")
  end
    signalWarnState = false
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    automaticIndicatorStopHandler = manageAutomaticIndicatorStop
    indStopSnd = indStopSnd or sounds.createSoundscapeSound("indicatorStop")
  end
    signalWarnState = false
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    end
    indStopSnd = indStopSnd or sounds.createSoundscapeSound("indicatorStop")
  end
  if lightsState == 1 then
    lightOn = lightOn or sounds.createSoundscapeSound("LightOn")
    sounds.playSoundSkipAI(lightOn)
  elseif lightsState == 2 then
    lightOn = lightOn or sounds.createSoundscapeSound("LightOn")
    sounds.playSoundSkipAI(lightOn)
    lightsState = 0
    lightOff = lightOff or sounds.createSoundscapeSound("LightOff")
    sounds.playSoundSkipAI(lightOff)
    lightsState = 2
    lightOn = lightOn or sounds.createSoundscapeSound("LightOn")
    sounds.playSoundSkipAI(lightOn)
    lightsState = 1
    lightOff = lightOff or sounds.createSoundscapeSound("LightOff")
    sounds.playSoundSkipAI(lightOff)

  sirenSound = sirenSound or sounds.createSoundscapeSound("siren")
  lightbarState = state % (sirenSound ~= nil and 3 or 2)
  if hornState then
    hornSound1 = hornSound1 or sounds.createSoundscapeSound("horn")
    if not hornSound1 then