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Wwise Unity Integration Documentation

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. 더 자세히 ...

AkTriggerHandler, IMigratable를(을) 상속했습니다.

Public 멤버 함수

override void  HandleEvent (UnityEngine.GameObject in_gameObject)
  Loads the SoundBank 더 자세히 ...
 
void  UnloadBank (UnityEngine.GameObject in_gameObject)
  Unloads a SoundBank 더 자세히 ...
 

Public 속성

bool  decodeBank = false
  Decode this SoundBank upon load 더 자세히 ...
 
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. 더 자세히 ...
 
bool  saveDecodedBank = false
  Save the decoded SoundBank to disk for faster loads in the future 더 자세히 ...
 
System.Collections.Generic.List< int >  unloadTriggerList
  Reserved. 더 자세히 ...
 
System.Collections.Generic.List< int >  triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID }
  List containing the enabled triggers. 더 자세히 ...
 
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. 더 자세히 ...
 

정적 Public 속성

const int  MAX_NB_TRIGGERS = 32
  Since our mask is a 32 bits integer, we can't have more than 32 triggers 더 자세히 ...
 
static System.Collections.Generic.Dictionary< uint, string >  triggerTypes = AkTriggerBase.GetAllDerivedTypes()
  Will contain the types of all the triggers derived from AkTriggerBase at runtime 더 자세히 ...
 

상세한 설명

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.