버전

menu_open

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. More...

Inheritance diagram for AkAmbient:
AkEvent

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

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.

See also:
Generated on Thu Jul 19 10:35:20 2018 for Wwise Unity Integration by  doxygen 1.6.3

이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요