public record class AudioEventAssetAn event, as a file declares it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The unit gameplay should be playing. A call that names a clip has already decided which take, how loud, how far it carries and how many may overlap — and every one of those is a decision a sound designer will want back, usually late and usually all at once.
The bus is named, not indexed. An index is a position in whatever order the mixer was built in, which changes when somebody inserts a bus; a name survives that, and it is also what the mixer asset writes. An event whose bus does not resolve plays on the master and says so, because a footstep on the wrong bus is a mix problem and a missing footstep is a bug hunt.
Fields and properties (15)
public string NameWhat it is called. Also how gameplay finds it, if something keeps a table of them.
public AudioEventVariantAsset[] VariantsThe sounds it can play.
public VariantSelection SelectionHow it chooses between them.
public uint SeedWhere its random sequence starts. Zero is the shared default.
public string BusWhich bus it routes into, by name. Empty is the master.
public float GainDbIts level, before any variation.
public float GainVarianceDbHow far either side of GainDb a play may land.
public float PitchVarianceSemitonesHow far either side of the written pitch a play may land, in semitones.
public bool LoopWhether a play wraps round instead of ending.
public int PriorityHow hard a play is to displace when the voice pool is full. Higher survives.
public int MaxInstancesHow many copies may sound at once. Zero is no limit.
public EventStealMode StealWhat gives way when MaxInstances is reached.
public AudioParameterAsset[] ParametersThe named values its plays read, and what moving them does.
public AudioEventLayerAsset[] LayersOther events played alongside this one, each a moment later.
public AudioEventSpatialAsset? SpatialHow its plays sit in the world, or null for a sound in the room.
Used by (6)
- AudioEngineVixen.Audio
- AudioEventAssetTestsVixen.Audio.Tests
- AudioEventBuilderVixen.Audio
- LayeredEventTestsVixen.Audio.Tests
- TypeRegistrationVixen.Audio
- Vixen_Audio_Assets_AudioEventAssetSerializerVixen.Audio