Difference between revisions of "Documentation/Engine/Units/sound data"
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|looped | |looped | ||
|bool | |bool | ||
− | | | + | | |
|When true, the sound clip will be looped while active. When false, it will play once when triggered. | |When true, the sound clip will be looped while active. When false, it will play once when triggered. | ||
|- | |- | ||
|is_2d | |is_2d | ||
|bool | |bool | ||
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− | | | + | |True indicates a mono sound source. False indicates stereo. |
<!-- Hide until we have a description | <!-- Hide until we have a description | ||
|- | |- | ||
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|volume | |volume | ||
|float | |float | ||
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|Playback volume relative to recorded level (0.0 is full attenuation, 1.0 is straight through, 2.0 is twice as loud) | |Playback volume relative to recorded level (0.0 is full attenuation, 1.0 is straight through, 2.0 is twice as loud) | ||
|} | |} |
Revision as of 17:33, 30 May 2017
The sound_data unit class is used to define sounds.
Attributes
Name | Type | Default Value | Description |
---|---|---|---|
name | string | Path to the sound clip (e.g. name: "/sound/environment/timmys_ducks.ogg" )
| |
looped | bool | When true, the sound clip will be looped while active. When false, it will play once when triggered. | |
is_2d | bool | True indicates a mono sound source. False indicates stereo. | |
volume | float | Playback volume relative to recorded level (0.0 is full attenuation, 1.0 is straight through, 2.0 is twice as loud) |