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SoundEventData

Changed on PBE 16.23

PBE 16.23 changes this class. This page shows the live definition. PBE changes

Class Documentation

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An animation event that plays a sound on the unit. When the event starts, the client plays the audio event mSoundName on the unit, at the unit's position.

The end frame of the event does not stop the sound. What stops it is mIsKillEvent.

Changes on PBE 16.23

0x525be6c5 added Hash

Properties

ConditionClipTransitionType

U16 = 1
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What the client does with the sound when its clip is started at a later position, inside the range of this event. This happens when a condition clip switches to the clip and carries over the position of the clip before.

Value Name Behavior
0 NO_TRANSITION The event counts as started, and the sound is not played.
1 ALWAYS_PLAY_START_OF_EVENT The sound plays from its beginning.
2 SKIP_IF_PASSED_FRAME The event is skipped for this pass.
3 CATCH_UP_TO_CURRENT_FRAME The sound plays from the point it would have reached, that is, as far into the sound as the clip is past mStartFrame.

mIsKillEvent

Bool = true
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When true, which is the default, the sound belongs to the clip: it is stopped when the clip stops, and when the event fires again the sound that still plays is stopped and started again. When false, the sound is played once and the animation system never stops it.

mIsLoop

Bool = true
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When true, which is the default, the event fires again on every loop of its clip. When false, it fires on the first pass only.

mSkipIfPastEndFrame

Bool = false
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When true, an event that has not started yet and whose mEndFrame the clip has already passed is skipped for that pass.

mSoundName

String = ""
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The name of the audio event to play, for example Play_sfx_Volibear_VolibearQ_footsteps.