Vixen
02b45cc4
csharp
public record class AudioEventAsset

An 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 Name

    What it is called. Also how gameplay finds it, if something keeps a table of them.

  • public AudioEventVariantAsset[] Variants

    The sounds it can play.

  • public VariantSelection Selection

    How it chooses between them.

  • public uint Seed

    Where its random sequence starts. Zero is the shared default.

  • public string Bus

    Which bus it routes into, by name. Empty is the master.

  • public float GainDb

    Its level, before any variation.

  • public float GainVarianceDb

    How far either side of GainDb a play may land.

  • public float PitchVarianceSemitones

    How far either side of the written pitch a play may land, in semitones.

  • public bool Loop

    Whether a play wraps round instead of ending.

  • public int Priority

    How hard a play is to displace when the voice pool is full. Higher survives.

  • public int MaxInstances

    How many copies may sound at once. Zero is no limit.

  • public EventStealMode Steal

    What gives way when MaxInstances is reached.

  • public AudioParameterAsset[] Parameters

    The named values its plays read, and what moving them does.

  • public AudioEventLayerAsset[] Layers

    Other events played alongside this one, each a moment later.

  • public AudioEventSpatialAsset? Spatial

    How 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