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Wwise Unity Integration Documentation

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
 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
 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]
 

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.


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