クラス AkEvent

Helper class that knows a Wwise Event and when to trigger it in Unity. [詳細]

AkEventに対する継承グラフ
AkAmbient

すべてのメンバ一覧

Public 変数

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 変数

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

説明

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

参照:
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