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 (GameObject in_gameObject) |
| | Loads the SoundBank.
|
| void | UnloadBank (GameObject in_gameObject) |
| | Unloads a SoundBank.
|
Public 変数 |
| string | bankName = "" |
| | Name of the SoundBank, as specified in the Wwise project.
|
| 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 | decodeBank = false |
| | Decode this SoundBank upon load.
|
| bool | saveDecodedBank = false |
| | Save the decoded SoundBank to disk for faster loads in the future.
|
| List< int > | unloadTriggerList = new List<int>() {AkUnityEventHandler.DESTROY_TRIGGER_ID } |
| | Reserved.
|
| const int | MAX_NB_TRIGGERS = 32 |
| | Since our mask is a 32 bits integer, we can't have more than 32 triggers.
|
| List< int > | triggerList = new 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 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Thu Feb 1 09:40:26 2018に生成されました。
1.6.3