tModLoader v2024.03
A mod to make and play Terraria mods
SoundStyle Struct Reference

This data type describes in detail how a sound should be played.
Passable to the SoundEngine.PlaySound(in SoundStyle, Vector2?, SoundUpdateCallback?) method. More...

Public Member Functions

 SoundStyle (string soundPath, int numVariants, SoundType type=SoundType.Sound)
 
 SoundStyle (string soundPath, int variantSuffixesStart, int numVariants, SoundType type=SoundType.Sound)
 
 SoundStyle (string soundPath, ReadOnlySpan< int > variants, SoundType type=SoundType.Sound)
 
 SoundStyle (string soundPath, ReadOnlySpan<(int variant, float weight)> weightedVariants, SoundType type=SoundType.Sound)
 
 SoundStyle (string soundPath, SoundType type=SoundType.Sound)
 
float GetRandomPitch ()
 
SoundEffect GetRandomSound ()
 
bool IsTheSameAs (SoundStyle style)
 
SoundStyle WithPitchOffset (float offset)
 
SoundStyle WithVolumeScale (float scale)
 

Public Attributes

float minPitch
 A helper property for controlling both Pitch and PitchVariance at once. In XNA and FNA, Pitch ranges from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch.
 

Properties

string? Identifier = null [get, set]
 If defined, this string will be the only thing used to determine which styles should instances be shared with.
 
bool IsLooped = false [get, set]
 Whether or not to loop played sounds.
 
int MaxInstances = 1 [get, set]
 The max amount of sound instances that this style will allow creating, before stopping a playing sound or refusing to play a new one.
Set to 0 for no limits.
 
float Pitch [get, set]
 The pitch offset to play sounds with. In XNA and FNA, Pitch ranges from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch.
 
float float maxPitch PitchRange [get, set]
 
float PitchVariance [get, set]
 The pitch offset randomness value. Cannot be negative.
With Pitch at 0.0, and PitchVariance at 1.0, used pitch will range from -0.5 to 0.5. In XNA and FNA, Pitch ranges from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch.
 
bool PlayOnlyIfFocused = false [get, set]
 If true, this sound won't play if the game's window isn't selected.
 
SoundLimitBehavior SoundLimitBehavior = SoundLimitBehavior.ReplaceOldest [get, set]
 Determines what the action taken when the max amount of sound instances is reached.
 
string SoundPath [get, set]
 The sound effect to play.
 
SoundType Type [get, set]
 Controls which volume setting will this be affected by.
Ambience sounds also don't play when the game is out of focus.
 
ReadOnlySpan< int > Variants [get, set]
 An array of possible suffixes to randomly append to after SoundPath.
Setting this property resets VariantsWeights.
 
ReadOnlySpan< float > VariantsWeights [get, set]
 An array of randomization weights to optionally go with Variants.
Set this last, if at all, as the Variants's setter resets all weights data.
 
float Volume [get, set]
 The volume multiplier to play sounds with.
 

Detailed Description

This data type describes in detail how a sound should be played.
Passable to the SoundEngine.PlaySound(in SoundStyle, Vector2?, SoundUpdateCallback?) method.