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AkEvent Class Reference

Helper class that knows a Wwise Event and when to trigger it in Unity. More...

Inheritance diagram for AkEvent:
AkAmbient

List of all members.

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.

See also:
Generated on Tue Aug 23 02:45:00 2016 for Wwise Unity Integration by  doxygen 1.6.3

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