public record class AudioParameterDefinitionA named value a sound reads, and what moving it does.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The indirection that separates a sound designer from a programmer. Gameplay writes submersion = 0.8 and knows nothing else; the parameter's curves decide that this means a low-pass closing to 500 Hz, three decibels down, and a semitone flat. Changing any of that is an asset edit.
SeekSeconds is what stops it clicking. A parameter driven by a gameplay boolean jumps from 0 to 1 in one frame, and a filter cutoff that jumps two octaves is a click. The value moves towards what was asked for at a limited rate, so the thing gameplay sets is a target rather than a position.
Fields and properties (7)
public string NameWhat gameplay calls it.
public float MinimumThe bottom of its range, which maps to position 0 on every curve.
public float MaximumThe top of its range, which maps to position 1.
public float DefaultWhere it sits before anything sets it.
public float SeekSecondsHow long it takes to cross its whole range. Zero arrives at once.
public AudioBuiltinParameter BuiltinSomething the engine works out, instead of something gameplay sets.
public AudioAutomation[] AutomationWhat moving it does.
Used by (9)
- AudioEventBuilderVixen.Audio
- AudioParameterAssetVixen.Audio
- AudioParameterSheetVixen.Audio
- AudioParameterSheetTestsVixen.Audio.Tests
- BuiltinParameterTestsVixen.Audio.Tests
- LayeredEventTestsVixen.Audio.Tests
- OcclusionTestsVixen.Audio.Tests
- VoiceParameterTestsVixen.Audio.Tests
- VoiceParametersVixen.Audio