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Wwise Unity Integration Documentation

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...

Inheritance diagram for AkAmbient:
AkEvent

Public Attributes

AkActionOnEventType  actionOnEventType = AkActionOnEventType.AkActionOnEventType_Stop
  Replacement action. See AK::SoundEngine::ExecuteEventOnAction() More...
 
AkCurveInterpolation  curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear
  Fade curve to use with the new Action. See AK::SoundEngine::ExecuteEventOnAction() More...
 
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. More...
 
UnityEngine.GameObject  soundEmitterObject
  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. More...
 
float  transitionDuration = 0.0f
  Duration of the fade. See AK::SoundEngine::ExecuteEventOnAction() More...
 
const int  MAX_NB_TRIGGERS = 32
  Since our mask is a 32 bits integer, we can't have more than 32 triggers. More...
 
System.Collections.Generic.List< int >  triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID }
  List containing the enabled triggers. More...
 
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. More...
 

Static Public Attributes

static System.Collections.Generic.Dictionary< uint, string >  triggerTypes = AkTriggerBase.GetAllDerivedTypes()
  Will contain the types of all the triggers derived from AkTriggerBase at runtime. More...
 

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

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