Audio
12 functions
- Audio_AfterActionReportSends appropriate Victory or Defeat Wwise music event on campaign exclusive After Action Report screen
- Audio_OnDamageReceived
- Audio_OnGameOver
- Audio_OnInitCalled by OnInit() in core.scar.
- Audio_OnMatchStateChangedCalled via Core_CallDelegateFunctions(\"OnMatchStateChanged\") signalling the player is close(r) to defeat.
- Audio_OnMaxTicketsChangedCalled via Core_CallDelegateFunctions(\"OnMaxTicketsChanged\") signalling the max ticket count has changed.
- Audio_OnTicketsChangedCalled via Core_CallDelegateFunctions(\"OnTicketsChanged\") signalling the ticket count has changed.
- Audio_OnWinConditionTriggered
- Audio_StartCalled by core.scar after opening cinematics and events are complete.
- Audio_TrackHealthUsed to associate the in-game music with the health of one or more squads/entities (e.g. for annihilation win condition).
- Audio_UpdateRule that changes music level (if there's a change queued).
- Audio_UpdateHealthChecks health of entities/squads identified by Audio_TrackHealth() and queues associated music change.