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Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorHearSounds

ECBehaviorHearSounds

Behavior element behavior adding hearing sounds support.

Uses a SoundLevelMeter resources to hear what sounds are playing in the audible range of the element.

SoundLevelMeter resources take sound properties of the environment into account like occlusion and how sound propagates through the world geometry. This allows game entities to hear the world similar to how a player hears the world what goes for sound volumes.

The SoundLevelMeter resource can be queried for the speakers currently in audible range and the volume they exhibit. Advanced effects audible to players like frequency band specific gains or special effects are disregarded. Furthermore speakers entering and leaving trigger a notification allowing elements to track elements of interest.

If the ECBehaviorCollider is present in the behavior element the SoundLevelMeter is attached to the collider.

The behavior retrieves the owner of Speakers inside the audible range. If these owners are elements they are stored in a list of elements heared by the owner element. This list is updated when elements enter or leave the audible range. The volume of an element can be queried if required but is not stored.

The owner behavior element as well as other ECBehavior subclasses can add a listener to be notified if elements enter and exit the audible range.

Instance Counts

This behavior can be used only once on an element.

Element Class Properties

Element class properties have the prefix hearSound. .

audibleDistance

Audible distance in meters.

volumeThreshold

Volume threshold required for elements to be considered audible.

position

Position to attach resource to collider.

orientation

Orientation to attach resource to collider in degrees.

bone

Bone to attach resource to. If empty string attach to collider.

Events

elementAudible

Element become audible.

elementInaudible

Element became inaudible.

Required Behaviors

This behavior requires no other behaviors.

Optional Behaviors

Persistency

This behavior does support element class to be persistable (setPersistable).

API Documentation

ECBehaviorHearSounds.

Since DragonScript Module Version 1.0

Use Cases

Element Class Example

This example defines an element which can detect hearing sounds.

class MyElement extends BehaviorElementClass
  public var ECBehaviorComponent component
  public var ECBehaviorCollider collider
  public var ECBehaviorHearSounds hearSounds
  func new()
    component = ECBehaviorComponent.new(this, null)
    collider = ECBehaviorCollider.new(this, component)
    headSounds = ECBehaviorHearSounds.new(this, collider)
  end
end

Behavior Factory

Using element class supporting adding behaviors the behavior can be added like this:

<?xml version='1.0' encoding='UTF-8'?>
<elementClass name='MyClass' class='GenericBehaviorElement'>
  <behavior type='ECBehaviorComponent'/>
  <behavior type='ECBehaviorCollider'/>
 
  <behavior type='ECBehaviorHearSounds'>
    <!-- set element properties. omit property prefix if used inside behavior tag -->
    <float name='.audibleDistance'>50</float>
  </behavior>
</elementClass>

Live Examples