Difference between revisions of "Documentation/Engine/Units/sound data"
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|looped | |looped | ||
|bool | |bool | ||
− | | | + | |false |
|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 | ||
− | | | + | |false |
− | | | + | |When true, the sound ignores any spatial features (position, orientation, distance, movement). |
<!-- Hide until we have a description | <!-- Hide until we have a description | ||
|- | |- | ||
Line 32: | Line 32: | ||
|volume | |volume | ||
|float | |float | ||
− | | | + | |1.0 |
|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) | ||
|} | |} |
Latest revision as of 10:48, 25 July 2019
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 | false | When true, the sound clip will be looped while active. When false, it will play once when triggered. |
is_2d | bool | false | When true, the sound ignores any spatial features (position, orientation, distance, movement). |
volume | float | 1.0 | Playback volume relative to recorded level (0.0 is full attenuation, 1.0 is straight through, 2.0 is twice as loud) |