API Reference
Audio
42 types
| Type | Name | Description |
|---|---|---|
| class | AudioAccessor | |
| struct | AudioChannel Sandbox.Audio | Represents an audio channel, between 0 and 7. This is used to index into buffers. This is used rather than an int to avo |
| class | AudioDistanceFloatAttribute Sandbox.Audio | |
| class | AudioListener Sandbox | If this exists and is enabled in a scene, then the client will hear from this point rather than from the cameras point o |
| class | AudioMeter Sandbox.Audio | Allows the capture and monitor of an audio source |
| class | AudioProcessor Sandbox.Audio | Takes a bunch of samples and processes them. It's common for these to be chained together. It's also common for the proc |
| class | AudioProcessor<T> Sandbox.Audio | Audio processor that allows per listener state. |
| enum | AudioSurface Sandbox | Defines acoustic properties of a surface, which defines how sound will bounce |
| class | BaseSoundComponent Sandbox | |
| class | CollisionSoundSystem Sandbox | This system exists to collect pending collision sounds and filter them into a unique set, to avoid unnesssary sounds pla |
| class | DelayProcessor Sandbox.Audio | |
| struct | DspPresetHandle Sandbox.Audio | A handle to a DspPreset |
| class | DspProcessor Sandbox.Audio | |
| class | HighPassProcessor Sandbox.Audio | Just a test - don't count on this sticking around |
| struct | InstalledVoice | |
| class | LoopedSound | |
| class | LowPassProcessor Sandbox.Audio | Just a test - don't count on this sticking around |
| class | MixBuffer Sandbox.Audio | Contains 512 samples of audio data, this is used when mixing a single channel |
| class | Mixer Sandbox.Audio | Takes a bunch of sound, changes its volumes, mixes it together, outputs it |
| struct | MixerHandle Sandbox.Audio | A handle to a Mixer |
| class | MixerSettings Sandbox.Audio | |
| class | MultiChannelBuffer Sandbox.Audio | Holds up to 8 mix buffers, which usually represent output speakers. |
| class | MusicPlayer Sandbox | Enables music playback. Use this for music, not for playing game sounds. |
| struct | OldSoundData | |
| struct | PerChannel<T> Sandbox.Audio | Stores a variable per channel |
| class | PitchProcessor Sandbox.Audio | |
| class | Sound Sandbox | Single source for creating sounds |
| class | SoundBoxComponent Sandbox | Plays a sound within a box. |
| class | SoundEvent Sandbox | A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch. |
| struct | SoundEvent | |
| class | SoundFile Sandbox | A sound resource. |
| enum | SoundFormat Sandbox | |
| class | SoundHandle Sandbox | A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc. |
| class | SoundPointComponent Sandbox | Plays a sound at a point in the world. |
| class | Soundscape Sandbox | A soundscape is used for environmental ambiance of a map by playing a set of random sounds at given intervals. |
| class | SoundscapeTrigger Sandbox | Plays a soundscape when the listener enters the trigger area. |
| enum | SoundSelectionMode | |
| class | SoundStream Sandbox | |
| class | StingSound | |
| struct | SurfaceSoundCollection | Holds a dictionary of common sounds associated with a surface. This allows you to pick and choose an appropriate sound. |
| class | Voice Sandbox | Records and transmits voice/microphone input to other players. |
| class | VoiceRecording |