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Use this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes. Since AkAmbient has AkEvent as its base class, it features the play/stop, play multiple, stop multiple and stop all buttons for previewing the associated Wwise event. More...
Public Attributes | |
AkActionOnEventType | actionOnEventType = AkActionOnEventType.AkActionOnEventType_Stop |
Replacement action. See AK::SoundEngine::ExecuteEventOnAction(). |
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AkCurveInterpolation | curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear |
Fade curve to use with the new Action. See AK::SoundEngine::ExecuteEventOnAction(). |
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bool | enableActionOnEvent = false |
Enables additional options to reuse existing events. Use it to transform a Play event into a Stop event without having to define one in the Wwise Project. |
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int | eventID = 0 |
ID of the Event as found in the WwiseID.cs file. |
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UnityEngine.GameObject | soundEmitterObject |
Game object onto which the Event will be posted. By default, when empty, it is posted on the same object on which the component was added. |
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float | transitionDuration = 0.0f |
Duration of the fade. See AK::SoundEngine::ExecuteEventOnAction(). |
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const int | MAX_NB_TRIGGERS = 32 |
Since our mask is a 32 bits integer, we can't have more than 32 triggers. |
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System.Collections.Generic.List < int > |
triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID } |
List containing the enabled triggers. |
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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. |
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Static Public Attributes | |
static System.Collections.Generic.Dictionary < uint, string > |
triggerTypes = AkTriggerBase.GetAllDerivedTypes() |
Will contain the types of all the triggers derived from AkTriggerBase at runtime. |
Use this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes. Since AkAmbient has AkEvent as its base class, it features the play/stop, play multiple, stop multiple and stop all buttons for previewing the associated Wwise event.
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Wwise를 시작해 보세요