AkEvent Class Reference
Helper class that knows a Wwise Event and when to trigger it in Unity. As of 2017.2.0, the AkEvent inspector has buttons for play/stop, play multiple, stop multiple, and stop all. Play/Stop will play or stop the event such that it can be previewed both in edit mode and play mode. When multiple objects are selected, Play Multiple and Stop Multiple will play or stop the associated AkEvent for each object. More...
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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
Helper class that knows a Wwise Event and when to trigger it in Unity. As of 2017.2.0, the AkEvent inspector has buttons for play/stop, play multiple, stop multiple, and stop all. Play/Stop will play or stop the event such that it can be previewed both in edit mode and play mode. When multiple objects are selected, Play Multiple and Stop Multiple will play or stop the associated AkEvent for each object.
- See also:
- Edit Mode Support
- How to use AkAmbient with the inspector
- 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
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