Version

menu_open
Warning: you were redirected to the latest documentation corresponding to your major release ( 2023.1.8.8601 ). Should you wish to access your specific version's documentation, please download the offline documentation from the Audiokinetic Launcher and check the Offline Documentation option in Wwise Authoring.
Wwise Unity Integration Documentation

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...

Inheritance diagram for AkAmbient:
AkEvent

Public Attributes

AkActionOnEventType actionOnEventType = AkActionOnEventType.AkActionOnEventType_Stop
 Replacement action. See AK::SoundEngine::ExecuteEventOnAction() More...
 
AkCurveInterpolation curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear
 Fade curve to use with the new Action. See AK::SoundEngine::ExecuteEventOnAction() More...
 
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. More...
 
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. More...
 
float transitionDuration = 0.0f
 Duration of the fade, in milliseconds. See AK::SoundEngine::ExecuteEventOnAction(). More...
 
System.Collections.Generic.List< int > triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID }
 List containing the enabled triggers. More...
 
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...
 

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

Detailed Description

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.

See also

Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise