<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
  SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
  <func>
    <title>SetGlobalSoundModifier</title>
    <category>Effects</category>
    <subcat>Sound</subcat>
    <version>7.0 OC</version>
    <syntax>
      <rtype>bool</rtype>
      <params>
        <param>
          <type>proplist</type>
          <name>name</name>
          <desc>Modifier to be applied to all sounds.</desc>
        </param>
        <param>
          <type>int</type>
          <name>player</name>
          <desc>If non-nil: Modifier is applied to sounds played in viewports owned by this player.</desc>
          <optional />
        </param>
      </params>
    </syntax>
    <desc>Sets a <emlink href="script/SoundModifiers.html">sound modifier</emlink> to be applied to all sounds played that do not have a modifier already set.</desc>
    <remark>Modifier precendence from highest to lowest is:
       <ul><li>Modifier given as parameter to <funclink>Sound</funclink> or <funclink>SoundAt</funclink></li>
      <li>Modifier assigned to the player owning the viewport which has its center closest to the sound source</li>
      <li>Global modifier (as set by SetGlobalSoundModifier(modifier, nil);)</li></ul>
      Only one modifier is applied at the time. It is not possible to combine multiple modifiers.</remark>
    <examples>
      <example>
        <code>func Timer()
{
  // Is there a player?
  var player = <funclink>GetPlayerByIndex</funclink>(0, C4PT_User);
  if (player >= 0)
  {
    // Is the player controlling a clonk in a cave?
    var mod = nil;
    var clonk = <funclink>GetCursor</funclink>(player);
    if (clonk) if (clonk-><funclink>GetMaterial</funclink>() == <funclink>Material</funclink>("Tunnel"))
    {
      // Controlled clonk is in a cave - do some cave sounds!
      mod = Ambience.CaveModifier;
    }
    SetGlobalSoundModifier(mod, player);
  }
}</code>
        <text>Scenario timer script: When this function is called, it sets a cave reverb sound modifier whenever the clonk of the first player is in front of tunnel background.</text>
      </example>
    </examples>
    <related><funclink>Sound</funclink>
    <funclink>SoundAt</funclink>
    <emlink href="script/SoundModifiers.html">Sound modifiers</emlink></related>
  </func>
  <author>Sven2</author><date>2015-08</date>
</funcs>
