class SoundHandle

in global :: Sandbox

A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.


public Vector3 Position { get; set; }

Position of the sound.

public Rotation Rotation { get; set; }

The direction the sound is facing

public Transform Transform { get; set; }

This sound's transform

public float Volume { get; set; }

Volume of the sound.

public string Name { get; set; }

A debug name to help identify the sound

public float SpacialBlend { get; set; }

How 3d the sound should be. 0 means no 3d, 1 means fully

public float Distance { get; set; }

How many units the sound can be heard from.

public Curve Falloff { get; set; }

The falloff curve for the sound.

public Curve Fadeout { get; set; }

The fadeout curve for when the sound stops.

public float Pitch { get; set; }

Pitch of the sound.

public bool IsPlaying { get; }

Whether the sound is currently playing or not.

public bool Paused { get; set; }

Whether the sound is currently paused or not.

public bool Finished { get; set; }

Sound is done

public bool Reflections { get; set; }

Enable the sound reflecting off surfaces

public bool Occlusion { get; set; }

Allow this sound to be occluded by geometry etc

public float OcclusionRadius { get; set; }

The radius of this sound's occlusion, allow for partial occlusion

public bool DistanceAttenuation { get; set; }

Should the sound fade out over distance

public bool AirAbsorption { get; set; }

Should the sound get absorbed by air, so it sounds different at distance

public bool Transmission { get; set; }

Should the sound transmit through walls, doors etc

public Mixer TargetMixer { get; set; }

Which mixer do we want to write to

public int SampleRate { get; }

How many samples per second?

public bool IsStopped { get; }

True if the sound has been stopped

public bool ListenLocal { get; set; }

Place the listener at 0,0,0 facing 1,0,0.

public bool Loopback { get; set; }

If true, then this sound won't be played unless voice_loopback is 1. The assumption is that it's the local user's voice. Amplitude and visme data will still be available!

public float Amplitude { get; set; }

Measure of audio loudness.

public bool FollowParent { get; set; }

Update our position every frame relative to our parent

public Transform LocalTransform { get; set; }

If we're following a parent, our position will be this relative to them.

public SoundHandle.LipSyncAccessor LipSync { get; }

Access lipsync processing.

public int GetHashCode( )

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public string ToString( )

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public Type GetType( )

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public void ClearParent( )

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public void Dispose( )

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public void Update( )

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public float Decibels { get; set; }

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public bool IsValid { get; }

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public void Stop( float fadeTime = 0 )

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public float ElapsedTime { get; }

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public static void GetActive( List<SoundHandle> handles )

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public bool Equals( object obj )

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