Cache
This item only works when running on the client. ClientRequiresSchema
A warmed sound is built once and kept in SoundService.WarmedSounds until you chill it. While it is warmed,
Fetch clones it instead of building it. Use this for sounds that matter during one part of the game, and chill
them when that part is over.
Warming does not download the sound's asset. The engine loads an asset the first time a Sound with that id
plays, or when Preload is used.
Functions
Get
print(VluxySF.Cache.Get())
IsWarmed
Cache.IsWarmed(soundName: string--
The sound name.
) → boolean--
Whether the sound is warmed.
print(VluxySF.Cache.IsWarmed("MySound"))
Warm
Cache.Warm(...: string--
The sound names.
) → ()Warms sounds by name. A name that is already warmed is skipped. A name that is not in the schema prints a warning.
VluxySF.Cache.Warm("BossRoar", "BossStomp")
Chill
Cache.Chill(...: string--
The sound names.
) → ()Chills sounds by name: their templates are destroyed. Sounds you already fetched are not affected. A name that is not warmed is ignored.
VluxySF.Cache.Chill("BossRoar", "BossStomp")