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クラス AkBank

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. [詳細]

AkUnityEventHandlerを継承しています。

すべてのメンバ一覧

Public メソッド

override void  HandleEvent (UnityEngine.GameObject in_gameObject)
  Loads the SoundBank.
void  UnloadBank (UnityEngine.GameObject in_gameObject)
  Unloads a SoundBank.

Public 変数

string  bankName = ""
  Name of the SoundBank, as specified in the Wwise project.
bool  decodeBank = false
  Decode this SoundBank upon load.
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.
bool  saveDecodedBank = false
  Save the decoded SoundBank to disk for faster loads in the future.
System.Collections.Generic.List
< int > 
unloadTriggerList
  Reserved.
const int  MAX_NB_TRIGGERS = 32
  Since our mask is a 32 bits integer, we can't have more than 32 triggers.
System.Collections.Generic.List
< int > 
triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID }
  List containing the enabled triggers.
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.

Static Public 変数

static
System.Collections.Generic.Dictionary
< uint, string > 
triggerTypes = AkTriggerBase.GetAllDerivedTypes()
  Will contain the types of all the triggers derived from AkTriggerBase at runtime.

説明

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.

Wwise Unity Integrationに対してMon Apr 15 18:03:45 2019に生成されました。  doxygen 1.6.3

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