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dragengine:modules:dragonscript:behavior_speaker [2025/03/13 15:44] dragonlorddragengine:modules:dragonscript:behavior_speaker [2025/05/04 13:49] (current) – [speaker.check] dragonlord
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 {{tag>dragonscript behavior}} {{tag>dragonscript behavior}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorSpeaker**+[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorSpeaker**
 </WRAP> </WRAP>
  
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 ===== unmuted ===== ===== unmuted =====
 +
 +Speaker has been unmuted.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''speaker'' with ''speaker(id)''.
 +
 +===== speaker.set =====
 +
 +Set one or more speaker parameters.
 +
 +^Parameter^Value^Description^
 +|playing|''true'', ''false''|Speaker is playing back|
 +|muted|''true'', ''false''|Speaker is muted|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='speaker.set'>
 +  <parameter name='playing'>true</parameter>
 +</action>
 +</code>
 +
 +===== speaker.check =====
 +
 +Check one or more speaker parameters. Action succeeds if all parameter value matches their respective speaker parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a speaker parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|playing|''true'', ''false''|Speaker is playing|
 +|muted|''true'', ''false''|Speaker is muted|
 +|wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled|
 +
 +This is an example of using this action:
 +<code xml>
 +<sequence>
 +  <action name='speaker.check'>
 +    <parameter name='playing'>true</parameter>
 +    <parameter name='muted'>false</parameter>
 +  </action>
 +  <!-- actions here run only if speaker playing and not muted -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''speaker'' with ''speaker(id)''.
 +
 +===== speaker.check =====
 +
 +Check one or more speaker parameters. Conditions returns true if all parameter value match their respective speaker parameter. This condition is typically used to run an action or sequence of actions as long as speaker conditions are true.
 +
 +^Parameter^Value^Description^
 +|speaker.playing|''true'', ''false''|Speaker is playing|
 +|speaker.muted|''true'', ''false''|Speaker is muted|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='speaker.playing'>true</parameter>
 +  <parameter name='speaker.muted'>false</parameter>
 +  <condition>speaker.check</condition>
 +</action>
 +</code>
 +
 +====== State Machine Actions ======
 +
 +Same as [[#behavior_tree_actions|Behavior Tree Actions]].
 +
 +====== State Machine Conditions ======
 +
 +Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
 +
 +====== State Machine Events ======
 +
 +This behavior sends these state machine events. If behavior has non-empty identifier replace ''speaker'' with ''speaker(id)''.
 +
 +===== speaker.start =====
 +
 +Speaker started playing back.
 +
 +===== speaker.stop =====
 +
 +Speaker stopped playing. This can be either manual or trigger based stop of speaker or a non-looping speaker finished playing back the sound/synthesizer.
 +
 +===== speaker.muted =====
 +
 +Speaker has been muted.
 +
 +===== speaker.unmuted =====
  
 Speaker has been unmuted. Speaker has been unmuted.
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   * [[behavior_collider|ECBehaviorCollider]]: Attach to collider.   * [[behavior_collider|ECBehaviorCollider]]: Attach to collider.
 +  * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use.
 +  * [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
  
 ====== Persistency ====== ====== Persistency ======
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     <!-- optional: use BaseGameApp trigger table. game can add more supported values -->     <!-- optional: use BaseGameApp trigger table. game can add more supported values -->
     <string name='triggerTable'>default</string>     <string name='triggerTable'>default</string>
 +    
 +    <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty
 +                   string to not synchronize. default is empty string. -->
 +    <string name='trigger.synchronize'>other</string>
 +    
 +    <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty
 +                   string to not synchronize. default is empty string. -->
 +    <string name='triggerMuted.synchronize'>other</string>
 +    
 +    <!-- optional: use behavior tree with id instead of empty string -->
 +    <string name='behaviorTree'>second</string>
 +    
 +    <!-- optional: use state machine with id instead of empty string -->
 +    <string name='stateMachine'>second</string>
          
     <!-- set element properties. omit property prefix if used inside behavior tag -->     <!-- set element properties. omit property prefix if used inside behavior tag -->
dragengine/modules/dragonscript/behavior_speaker.1741880686.txt.gz · Last modified: 2025/03/13 15:44 by dragonlord