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Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » ECBehaviorPlaySoundRandom
Extends ECBehaviorPlaySound to pick sound to play randomly from a list of sounds.
Useful for situations where random sounds from a list of sounds have to be played each time the behavior is triggered. If random sound list is empty behaves the same as ECBehaviorPlaySound.
ECBehaviorPlaySoundRandom uses the same element property prefix (playSound
) as ECBehaviorPlaySound does. This allows using ECBehaviorPlaySoundRandom as replacement for ECBehaviorPlaySound if the need for random sounds arises. But this also means it is possible to use ECBehaviorPlaySoundRandom and ECBehaviorPlaySound with the same identifier. While technically possible this would cause property name clash and an exception is thrown due to duplicate properties added. Make sure to always use a unique identifier for both ECBehaviorPlaySoundRandom and ECBehaviorPlaySound as if they were the same class.
This behavior can be added multiple times to an element. This allows to play different sound events. Each instance has an identifier which can be used to retrieve a specific instance to play a one shot speaker. The prefix of the speaker class properties is playSound.
. If the identifier is not empty the speaker element class properties have the prefix {id}.playSound.
. This can be overwritten if required.
Hence to use more than one speaker use code like this in your subclass constructor:
class MyElementClass extends BehaviorElementClass func new() ECBehaviorPlaySoundRandom.new(this, null, null) ECBehaviorPlaySoundRandom.new(this, null, null, "subPlaySound") end end
You can now define the parameters to use for both speakers using for example the properties volume
for the first speaker and subPlaySound.volume
for the second speaker.
It is recommended to always specify an identifier even if only one speaker is used. This avoids potentially name conflicts especially if other behaviors are added attaching other resources too.
Element class properties have the prefix playSound.
or playSound({id}).
if id is not empty.
Speaker type.
playSound.type
or playSound({id}).type
Allowed Values:
Value | Description |
---|---|
point | Omnidirectional. |
directed | Directed. |
point
<string name='playSound.type'>directed</string>
Path of sound resource to use.
playSound.sound
or playSound({id}).sound
*.ogg
(all sound modules)<string name='playSound.sound'>click.ogg</string>
List of path of sound resource to randomly choose from.
playSound.sounds
or playSound({id}).sounds
*.ogg
(all sound modules)<list name='playSound.sounds'> <string>click1.ogg</string> <string>click2.ogg</string> </list>
Speaker volume.
playSound.volume
or playSound({id}).volume
1
0
<float name='playSound.volume'>0.8</float>
Speaker range in meters. Speaker is inaudible beyond range.
playSound.range
or playSound({id}).range
30
0
<float name='playSound.range'>20</float>
Roll off. Value 1
is realistic (normal) roll-off. Values larger than 1
reduce volume faster near the sound source. Values smaller than 1
reduce volume faster near the sound range.
playSound.rollOff
or playSound({id}).rollOff
1
0
<float name='playSound.rollOff'>1.5</float>
Distance offset for attenuation calculation. For use by distance sounds. Offsets the true distance to the sound source for attenuation calculation to make the sound appear coming from far away. Requires increasing the volume to compensate for the distance increased attenuation.
playSound.distanceOffset
or playSound({id}).distanceOffset
0
0
<float name='playSound.distanceOffset'>500</float>
Play speed. Value of 1
is normal play speed. Values larger than 1
are faster (1.5 for example 150% play speed). Values less than 1
are slower (0.75 for example 75% play speed).
playSound.playSpeed
or playSound({id}).playSpeed
1
<float name='playSound.playSpeed'>1.5</float>
Position to attach resource to collider.
playSound.position
or playSound({id}).position
<vector name='playSound.position' x='0' y='0' z='0.1'/>
Orientation to attach resource to collider in degrees.
playSound.orientation
or playSound({id}).orientation
<vector name='playSound.orientation' x='30' y='0' z='0'/>
Bone to attach resource to. If empty string attach to collider.
playSound.bone
or playSound({id}).bone
<string name='playSound.bone'>attach</string>
Play sound when trigger evaluates to true and pauses when trigger evaluates to false.
playSound.trigger
or playSound({id}).trigger
<string name='playSound.trigger'>@switchOnVent & @powerEnabled</string>
This behavior has no events.
This behavior requires no other behaviors.
This behavior does not required element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which can play sound.
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorPlaySoundRandom playSound func new() component = ECBehaviorComponent.new(this, null) collider = ECBehaviorCollider.new(this, component) playSound = ECBehaviorPlaySoundRandom.new(this, component, collider) end end
Example of a door element playing sounds on open/close.
class DoorClass extends BehaviorElementClass public ECBehaviorPlaySoundRandom playSoundOpen public ECBehaviorPlaySoundRandom playSoundClose func new() // create and add play sound behavior for open door sound playSoundOpen = ECBehaviorPlaySoundRandom.new(this, null, null, "open") playSoundOpen.set("/content/door/open.ogg", 30.0, 0.8, Vector.new(0, 1, 0)) // create and add play sound behavior for close door sound playSoundClose = ECBehaviorPlaySoundRandom.new(this, null, null, "close") playSoundClose.set("/content/door/close.ogg", 30.0, 0.8, Vector.new(0, 1, 0)) end end class Door extends BehaviorElement public ECBehaviorPlaySoundRandom.Instance playSoundOpen public ECBehaviorPlaySoundRandom.Instance playSoundClose func new(DoorClass eclass) super(eclass) // find and store the behavior instances. it is not necessary to store them away // but doing so is faster especially if playing sound many times and quickly playSoundOpen = ECBehaviorPlaySoundRandom.getInstanceIn(this, null, null, "open") playSoundClose = ECBehaviorPlaySoundRandom.getInstanceIn(this, null, null, "close") end func void openDoor() // do what is needed to open the door playSoundOpen.play() end func void closeDoor() // do what is needed to close the door playSoundClose.play() end end
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='ECBehaviorPlaySoundRandom'> <!-- optional: set layer mask (default '2' meaning BaseGameApp.WorldLayerBit.audio). list of bits to set. --> <string name='layerMask'>0 1 4</string> <!-- optional: use component with id instead of empty string --> <string name='component'>second</string> <!-- optional: use BaseGameApp trigger table. game can add more supported values. default is 'default' --> <string name='triggerTable'>default</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <list name='.sound'> <string>click1.ogg</string> <string>click2.ogg</string> </list> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorPlaySoundRandom' id='second'/> </elementClass>