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Wwise Unity Integration Documentation
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Loads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified moment using the decode compressed data option. In that case, the SoundBank will be prepared. More...
Inherits AkTriggerHandler, and IMigratable.
Public Member Functions | |
override void | HandleEvent (UnityEngine.GameObject in_gameObject) |
Loads the SoundBank. More... |
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void | UnloadBank (UnityEngine.GameObject in_gameObject) |
Unloads a SoundBank. More... |
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Public Attributes | |
bool | decodeBank = false |
Decode this SoundBank upon load. More... |
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bool | loadAsynchronous = false |
Check this to load the SoundBank in the background. Be careful, if Events are triggered and the SoundBank hasn't finished loading, you'll have "Event not found" errors. More... |
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bool | saveDecodedBank = false |
Save the decoded SoundBank to disk for faster loads in the future. More... |
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System.Collections.Generic.List< int > | unloadTriggerList |
Reserved. More... |
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System.Collections.Generic.List< int > | triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID } |
List containing the enabled triggers. More... |
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bool | useOtherObject = false |
This property is usefull only when used with colliders. When enabled, the target of the action will be the other colliding object. When disabled, it will be the current object. More... |
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Static Public Attributes | |
const int | MAX_NB_TRIGGERS = 32 |
Since our mask is a 32 bits integer, we can't have more than 32 triggers. More... |
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static System.Collections.Generic.Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes() |
Will contain the types of all the triggers derived from AkTriggerBase at runtime. More... |
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Loads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified moment using the decode compressed data option. In that case, the SoundBank will be prepared.
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