クラス AkBank

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. [詳細]

AkUnityEventHandlerを継承しています。

すべてのメンバ一覧

Public メソッド

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

Public 変数

string bankName = ""
 Name of the SoundBank, as specified in the Wwise project.
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.
bool decodeBank = false
 Decode this SoundBank upon load.
bool saveDecodedBank = false
 Save the decoded SoundBank to disk for faster loads in the future.
List< int > unloadTriggerList = new List<int>() {AkUnityEventHandler.DESTROY_TRIGGER_ID }
 Reserved.
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 変数

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

説明

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.

Wwise Unity Integrationに対してMon Jan 9 13:37:48 2017に生成されました。  doxygen 1.6.3