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Wwise Unity Integration Documentation
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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. 更多...
继承自 AkTriggerHandler , 以及 IMigratable .
Public 成员函数 | |
override void | HandleEvent (UnityEngine.GameObject in_gameObject) |
Loads the SoundBank 更多... |
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void | UnloadBank (UnityEngine.GameObject in_gameObject) |
Unloads a SoundBank 更多... |
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Public 属性 | |
bool | decodeBank = false |
Decode this SoundBank upon load 更多... |
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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. 更多... |
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bool | saveDecodedBank = false |
Save the decoded SoundBank to disk for faster loads in the future 更多... |
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System.Collections.Generic.List< int > | unloadTriggerList |
Reserved. 更多... |
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System.Collections.Generic.List< int > | triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID } |
List containing the enabled triggers. 更多... |
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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. 更多... |
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静态 Public 属性 | |
const int | MAX_NB_TRIGGERS = 32 |
Since our mask is a 32 bits integer, we can't have more than 32 triggers 更多... |
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static System.Collections.Generic.Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes() |
Will contain the types of all the triggers derived from AkTriggerBase at runtime 更多... |
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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.