Option | Description |
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Sound Name | The field for choosing the sound. |
Volume | The basic volume sound. Not recommended to change this. It is better to change the sound preset in the Sound Editor. |
Sound Filter | Allows you to play the sound through a certain filter. For example, if you choose the "Gasmask" filter, the sound will play as though you're hearing it through a gasmask. Filters: - None
- Gasmask
- Radio
- Horn Speaker
- Intercom
- Closed Door
- Through Water.
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Sound Bus | Assigns the sound to a chosen sound bus. You can adjust the volume of each sound bus individually using the \engine\volume action. This is useful for when you want to dynamically change the volume of certain sound types over others. |
Preview | - Play – plays the sound.
- Stop – stops playing the sound.
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Instant? | Does the position of the sound update? If the source is moving, the property must be enabled. |
Looped? | Loop the sound. |
Enable SlowMo | The influence of slow motion on the sound (true/false). |
Check Gasmask | This detects whether the player has their mask equipped and applies the “gasmask” filter to the sound. This can include things like pain sounds, breathing, etc. |
Play on Gamepad | Plays the sound through the PS4 gamepad. |
AI Sound Type | How does the AI react to this sound? |
Stop Interval | After receiving the stop playback command, the number of seconds of delay before the sound stops. |
Start Interval | Similarly, the Stop Interval is applied when the sound starts. |
End Callback Offset | Will force finish (in seconds from the end). |
Play as Music | Playing sound like music. The music settings (e.g. volume, a game in the menu) will apply here. |
Importance | The system of queues and priorities. Priorities for automatic sorting for NPCs: - plot – interrupts any current "play_sound" on the NPC with any type, except sounds with the same type.
- general – interrupts sounds with the same type and the type below. Can be interrupted by itself and plot sounds.
- trifling – are interrupted by all types and can be interrupted by themselves.
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Falloff | Time of the falloff sound that interrupts. |
Queueing | The sound is sent to the queue for playback after the current sound has finished. |
Auto Interest | Enables the auto interest system for the current block (target ref interest target). |
Check NPC Is Alive | If enabled, the sound will play only if the target NPC is alive. |
Queue Delay | The delay before playing the sound from the queue. Inside the queue, the sounds are sorted by Importance. |
Third Person | We have composite sounds, one sound that contains multiple items (sound or other composites), and in the beginning we select up to eight sounds that will start. And we select the items to play only if the play params and item params match. |
Subsequent |
Weapon Tags |