版本
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. More...
Inherits AkUnityEventHandler.
Public Member Functions | |
override void | HandleEvent (GameObject in_gameObject) |
Loads the SoundBank. |
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void | UnloadBank (GameObject in_gameObject) |
Unloads a SoundBank. |
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Public Attributes | |
string | bankName = "" |
Name of the SoundBank, as specified in the Wwise project. |
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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. |
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bool | decodeBank = false |
Decode this SoundBank upon load. |
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bool | saveDecodedBank = false |
Save the decoded SoundBank to disk for faster loads in the future. |
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List< int > | unloadTriggerList = new List<int>() {AkUnityEventHandler.DESTROY_TRIGGER_ID } |
Reserved. |
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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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List< int > | triggerList = new 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 Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes () |
Will contain the types of all the triggers derived from AkTriggerBase at runtime. |
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.