Audio::setSynchronizedAudioEventPositionThisFrame

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Sets the position of the audio event to the entity's position for one frame(?)

if (l_8C3 == 0) {
sub_27fd1(0, -1, 1);
if (PED::IS_SYNCHRONIZED_SCENE_RUNNING(l_87D)) {
AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(l_87D);
}
if (sub_7dd(l_A00)) {
AUDIO::_950A154B8DAB6185('PAP2_IG1_POPPYSEX', l_A00);
}
sub_91c('TK************ SETTING SYNCH SCENE AUDIO POSITION THIS FRAME ************TK');
l_8C3 = 1;
}

--

Found in the b617d scripts, duplicates removed:

AUDIO::_950A154B8DAB6185('CAR_5_IG_6', l_7FE[1/*1*/]);
AUDIO::_950A154B8DAB6185('EX03_TRAIN_BIKE_LAND', PLAYER::PLAYER_PED_ID());
AUDIO::_950A154B8DAB6185('FBI_2_MCS_1_LeadIn', l_40[2/*1*/]);
AUDIO::_950A154B8DAB6185('FIN_C2_MCS_1', l_24C[0/*1*/]);
AUDIO::_950A154B8DAB6185('MNT_DNC', l_5F);
AUDIO::_950A154B8DAB6185('PAP2_IG1_POPPYSEX', l_A00);

Syntax

mp.game.audio.setSynchronizedAudioEventPositionThisFrame(p0, p1);

Required Arguments

  • p0: String
  • p1: Entity handle or object

Return value

  • Undefined

Example

// todo

See also

Template:Audio s function c