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