TAMods  0.4
Customization mod for Tribes:Ascend
Classes | Functions | Variables
Sounds.h File Reference

Go to the source code of this file.

Classes

struct  MutedPlayer
 

Functions

MutedPlayer mplayer (string username)
 
MutedPlayer mplayer_custom (string username, bool vgs, bool text, bool pm)
 
void mutePlayer (MutedPlayer muted_player)
 

Variables

number hitSoundMode
 
boolean customAirMailSound
 
boolean customBluePlateSound
 
number hitSoundPitchMin
 
number hitSoundPitchMax
 
number hitSoundDamageRef
 
number volumeHitSound
 
number volumeHeadShot
 
number volumeBluePlate
 
number volumeAirMail
 

Function Documentation

MutedPlayer mplayer ( string  username)

Create a MutedPlayer object muting everything for a given player

Parameters
usernameThe name of the player to mute
Returns
The created MutedPlayer object
MutedPlayer mplayer_custom ( string  username,
bool  vgs,
bool  text,
bool  pm 
)

Create a custom MutedPlayer object for a given player

Parameters
usernameThe name of the player to mute
vgsIf the player's VGS should be muted
textIf the player's text messages should be muted
pmIf the player's private messages should be muted
Returns
The created MutedPlayer object
void mutePlayer ( MutedPlayer  muted_player)

Mute a player using the given MutedPlayer object

Parameters
muted_playerThe object to use to mute the player

Variable Documentation

boolean customAirMailSound

If a custom sound should be used for air mails

The sound has to be in yout config folder, in the "sounds" subfolder as "airmail.wav"

boolean customBluePlateSound

If a custom sound should be used for blue plates

The sound has to be in yout config folder, in the "sounds" subfolder as "blueplate.wav"

number hitSoundDamageRef

Reference damage, used for dynamic hitsounds pitch computation

The default value is at 600

number hitSoundMode

The mode to use for custom hitsounds

The custom sound has to be located in your config folder, in the "sounds" subfolder as "hit.wav"

0: no custom hitsounds, use default one

1: static custom hitsound, at 1.0 pitch

2: dynamic custom hitsounds, depending on the damage dealt. Higher damage results in lower pitch

3: reverse dynamic custom hitsounds, depending on the damage dealt. Higher damage results in lower pitch

number hitSoundPitchMax

The maximal pitch used for the dynamic hitsounds

number hitSoundPitchMin

The minimal pitch used for the dynamic hitsounds

number volumeAirMail

The volume used to play the air mail sound

number volumeBluePlate

The volume used to play the blue plate sound

number volumeHeadShot

The volume used to play headshots

number volumeHitSound

The volume used to play hitsounds, used by both vanilla and custom sounds

Set this value to 0 to disable hitsounds