AkAmbient Class Reference
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...
Public Attributes | |
| int | eventID = 0 |
| ID of the Event as found in the WwiseID.cs file. | |
| GameObject | soundEmitterObject = null |
| 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. | |
| 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. | |
| AkActionOnEventType | actionOnEventType = AkActionOnEventType.AkActionOnEventType_Stop |
| Replacement action. See AK::SoundEngine::ExecuteEventOnAction(). | |
| AkCurveInterpolation | curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear |
| Fade curve to use with the new Action. See AK::SoundEngine::ExecuteEventOnAction(). | |
| float | transitionDuration = 0.0f |
| Duration of the fade. See AK::SoundEngine::ExecuteEventOnAction(). | |
| 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 Attributes | |
| static Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes () |
| Will contain the types of all the triggers derived from AkTriggerBase at runtime. | |
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:
- How to use AkAmbient with the inspector
- AkGameObj
- AkEvent
- Integration Details - Events (Note: This is described in the Wwise SDK documentation.)
Generated on Mon Jan 8 10:46:14 2018 for Wwise Unity Integration by
1.6.3