VE Lua Documentation

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playSoundSkipAI

Definition


-- @/lua/vehicle/sounds.lua:150

local function playSoundSkipAI(sound, volume)
  volume = volume or 1
  if (not playerInfo.anyPlayerSeated) and ai.isDriving() and volume > 0 then
    return
  end
  if sound then
    obj:setVolume(sound, volume)
    obj:cutSFX(sound)
    obj:playSFX(sound)
  end
end

Callers

@/lua/vehicle/input.lua
      if handbrakeSoundEngaging and prev == e.minLimit and ival > prev then
        sounds.playSoundSkipAI(handbrakeSoundEngaging)
      end
      if handbrakeSoundDisengaging and prev == e.maxLimit and ival < prev then
        sounds.playSoundSkipAI(handbrakeSoundDisengaging)
      end
      if handbrakeSoundDisengaged and ival == e.minLimit and ival < prev then
        sounds.playSoundSkipAI(handbrakeSoundDisengaged)
      end
@/lua/vehicle/electrics.lua
      indLoopSnd1 = indLoopSnd1 or sounds.createSoundscapeSound("indLoop1")
      sounds.playSoundSkipAI(indLoopSnd1)
    else
      indLoopSnd2 = indLoopSnd2 or sounds.createSoundscapeSound("indLoop2")
      sounds.playSoundSkipAI(indLoopSnd2)
    end
    hasSteered = false
    sounds.playSoundSkipAI(indStopSnd)
    automaticIndicatorStopHandler = nop
    hasSteered = false
    sounds.playSoundSkipAI(indStopSnd)
    automaticIndicatorStopHandler = nop
      hasSteered = false
      sounds.playSoundSkipAI(indStopSnd)
      automaticIndicatorStopHandler = nop
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    automaticIndicatorStopHandler = manageAutomaticIndicatorStop
  if not signalLeftState then
    sounds.playSoundSkipAI(indStopSnd)
    automaticIndicatorStopHandler = nop
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    if autoCancel then
    signalLeftState = false
    sounds.playSoundSkipAI(indStopSnd)
    automaticIndicatorStopHandler = nop
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    automaticIndicatorStopHandler = manageAutomaticIndicatorStop
    automaticIndicatorStopHandler = nop
    sounds.playSoundSkipAI(indStopSnd)
    hasSteered = false
    indStartSnd = indStartSnd or sounds.createSoundscapeSound("indicatorStart")
    sounds.playSoundSkipAI(indStartSnd)
    if autoCancel then
    signalRightState = false
    sounds.playSoundSkipAI(indStopSnd)
    automaticIndicatorStopHandler = nop
    lightOn = lightOn or sounds.createSoundscapeSound("LightOn")
    sounds.playSoundSkipAI(lightOn)
  elseif lightsState == 2 then
    lightOn = lightOn or sounds.createSoundscapeSound("LightOn")
    sounds.playSoundSkipAI(lightOn)
  elseif lightsState == 3 then
    lightOff = lightOff or sounds.createSoundscapeSound("LightOff")
    sounds.playSoundSkipAI(lightOff)
  end
    lightOn = lightOn or sounds.createSoundscapeSound("LightOn")
    sounds.playSoundSkipAI(lightOn)
  elseif lightsState == 2 then
    lightOff = lightOff or sounds.createSoundscapeSound("LightOff")
    sounds.playSoundSkipAI(lightOff)
  end