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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. [詳解]
AkTriggerHandler, AK.Wwise.IMigratableを継承しています。
公開メンバ関数 | |
override void | HandleEvent (UnityEngine.GameObject in_gameObject) |
Loads the SoundBank [詳解] | |
void | UnloadBank (UnityEngine.GameObject in_gameObject) |
Unloads a SoundBank [詳解] | |
公開変数類 | |
bool | decodeBank = false |
DEPRECATED Decode this SoundBank upon load [詳解] | |
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. [詳解] | |
bool | saveDecodedBank = false |
DEPRECATED Save the decoded SoundBank to disk for faster loads in the future [詳解] | |
System.Collections.Generic.List< int > | unloadTriggerList |
Reserved. [詳解] | |
System.Collections.Generic.List< int > | triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID } |
List containing the enabled triggers. [詳解] | |
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. [詳解] | |
静的公開変数類 | |
const int | MAX_NB_TRIGGERS = 32 |
Since our mask is a 32 bits integer, we can't have more than 32 triggers [詳解] | |
static System.Collections.Generic.Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes() |
Will contain the types of all the triggers derived from AkTriggerBase at runtime [詳解] | |
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.