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.
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void | UnloadBank (GameObject in_gameObject) |
| Unloads a SoundBank.
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Public 変数 |
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 変数 |
static Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes () |
| Will contain the types of all the triggers derived from AkTriggerBase at runtime.
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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