engines.sound module¶
Provides access to the Sound and StreamSound interfaces.
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class
engines.sound.
Attenuation
[source]¶ -
Attenuation values wrapper enumerator.
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GUNFIRE
= <Attenuation.GUNFIRE: 0.27000001072883606>¶
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IDLE
= <Attenuation.IDLE: 2.0>¶
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MAXIMUM
= <Attenuation.MAXIMUM: 3.9800000190734863>¶
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NONE
= <Attenuation.NONE: 0.0>¶
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NORMAL
= <Attenuation.NORMAL: 0.800000011920929>¶
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RICOCHET
= <Attenuation.RICOCHET: 1.5>¶
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STATIC
= <Attenuation.STATIC: 1.25>¶
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class
engines.sound.
Channel
¶ Bases:
Boost.Python.enum
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AUTO
= _engines._sound.Channel.AUTO¶
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BODY
= _engines._sound.Channel.BODY¶
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ITEM
= _engines._sound.Channel.ITEM¶
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REPLACE
= _engines._sound.Channel.REPLACE¶
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STATIC
= _engines._sound.Channel.STATIC¶
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STREAM
= _engines._sound.Channel.STREAM¶
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USER_BASE
= _engines._sound.Channel.USER_BASE¶
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VOICE
= _engines._sound.Channel.VOICE¶
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VOICE_BASE
= _engines._sound.Channel.VOICE_BASE¶
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WEAPON
= _engines._sound.Channel.WEAPON¶
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names
= {'REPLACE': _engines._sound.Channel.REPLACE, 'AUTO': _engines._sound.Channel.AUTO, 'WEAPON': _engines._sound.Channel.WEAPON, 'VOICE': _engines._sound.Channel.VOICE, 'ITEM': _engines._sound.Channel.ITEM, 'BODY': _engines._sound.Channel.BODY, 'STREAM': _engines._sound.Channel.STREAM, 'STATIC': _engines._sound.Channel.STATIC, 'VOICE_BASE': _engines._sound.Channel.VOICE_BASE, 'USER_BASE': _engines._sound.Channel.USER_BASE}¶
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values
= {-1: _engines._sound.Channel.REPLACE, 0: _engines._sound.Channel.AUTO, 1: _engines._sound.Channel.WEAPON, 2: _engines._sound.Channel.VOICE, 3: _engines._sound.Channel.ITEM, 4: _engines._sound.Channel.BODY, 5: _engines._sound.Channel.STREAM, 6: _engines._sound.Channel.STATIC, 7: _engines._sound.Channel.VOICE_BASE, 135: _engines._sound.Channel.USER_BASE}¶
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class
engines.sound.
Pitch
¶ Bases:
Boost.Python.enum
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HIGH
= _engines._sound.Pitch.HIGH¶
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LOW
= _engines._sound.Pitch.LOW¶
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NORMAL
= _engines._sound.Pitch.NORMAL¶
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names
= {'NORMAL': _engines._sound.Pitch.NORMAL, 'LOW': _engines._sound.Pitch.LOW, 'HIGH': _engines._sound.Pitch.HIGH}¶
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values
= {100: _engines._sound.Pitch.NORMAL, 95: _engines._sound.Pitch.LOW, 120: _engines._sound.Pitch.HIGH}¶
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class
engines.sound.
Sound
(sample, index=0, volume=1.0, attenuation=<Attenuation.NONE: 0.0>, channel=_engines._sound.Channel.AUTO, flags=_engines._sound.SoundFlags.NO_FLAGS, pitch=_engines._sound.Pitch.NORMAL, origin=Vector(0.0, 0.0, 0.0), direction=Vector(0.0, 0.0, 0.0), origins=(), update_positions=True, sound_time=0.0, speaker_entity=-1, download=False)[source]¶ Bases:
engines.sound._BaseSound
Class used to interact with precached sounds.
Note
On some engines (e.g. CS:GO) server is unable to precache the sound, thus the sound won’t be played. StreamSound is recommended in that case. However, sounds located in sound/music/ directory are always streamed on those engines, and this class will be able to play them.
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class
engines.sound.
SoundFlags
¶ Bases:
Boost.Python.enum
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CHANGE_PITCH
= _engines._sound.SoundFlags.CHANGE_PITCH¶
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CHANGE_VOL
= _engines._sound.SoundFlags.CHANGE_VOL¶
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DELAY
= _engines._sound.SoundFlags.DELAY¶
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IGNORE_NAME
= _engines._sound.SoundFlags.IGNORE_NAME¶
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IGNORE_PHONEMES
= _engines._sound.SoundFlags.IGNORE_PHONEMES¶
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NO_FLAGS
= _engines._sound.SoundFlags.NO_FLAGS¶
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SHOULD_PAUSE
= _engines._sound.SoundFlags.SHOULD_PAUSE¶
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SPAWNING
= _engines._sound.SoundFlags.SPAWNING¶
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SPEAKER
= _engines._sound.SoundFlags.SPEAKER¶
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STOP
= _engines._sound.SoundFlags.STOP¶
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STOP_LOOPING
= _engines._sound.SoundFlags.STOP_LOOPING¶
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names
= {'NO_FLAGS': _engines._sound.SoundFlags.NO_FLAGS, 'CHANGE_VOL': _engines._sound.SoundFlags.CHANGE_VOL, 'CHANGE_PITCH': _engines._sound.SoundFlags.CHANGE_PITCH, 'STOP': _engines._sound.SoundFlags.STOP, 'SPAWNING': _engines._sound.SoundFlags.SPAWNING, 'DELAY': _engines._sound.SoundFlags.DELAY, 'STOP_LOOPING': _engines._sound.SoundFlags.STOP_LOOPING, 'SPEAKER': _engines._sound.SoundFlags.SPEAKER, 'SHOULD_PAUSE': _engines._sound.SoundFlags.SHOULD_PAUSE, 'IGNORE_PHONEMES': _engines._sound.SoundFlags.IGNORE_PHONEMES, 'IGNORE_NAME': _engines._sound.SoundFlags.IGNORE_NAME}¶
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values
= {0: _engines._sound.SoundFlags.NO_FLAGS, 1: _engines._sound.SoundFlags.CHANGE_VOL, 2: _engines._sound.SoundFlags.CHANGE_PITCH, 4: _engines._sound.SoundFlags.STOP, 8: _engines._sound.SoundFlags.SPAWNING, 16: _engines._sound.SoundFlags.DELAY, 32: _engines._sound.SoundFlags.STOP_LOOPING, 64: _engines._sound.SoundFlags.SPEAKER, 128: _engines._sound.SoundFlags.SHOULD_PAUSE, 256: _engines._sound.SoundFlags.IGNORE_PHONEMES, 512: _engines._sound.SoundFlags.IGNORE_NAME}¶
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class
engines.sound.
StreamSound
(sample, index=0, volume=1.0, attenuation=<Attenuation.NONE: 0.0>, channel=_engines._sound.Channel.AUTO, flags=_engines._sound.SoundFlags.NO_FLAGS, pitch=_engines._sound.Pitch.NORMAL, origin=Vector(0.0, 0.0, 0.0), direction=Vector(0.0, 0.0, 0.0), origins=(), update_positions=True, sound_time=0.0, speaker_entity=-1, download=False)[source]¶ Bases:
engines.sound._BaseSound
Class used to interact with streamed sounds.
Note
This class is a recommended choice on some engines (e.g. CS:GO), however, it’s unable to play *.wav-files.
Note
On some engines (e.g. CS:GO) files that are located in sound/music/ directory are already streamed, so simple Sound class can be used instead.