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Alessandro Famà edited this page Aug 19, 2022 · 8 revisions

Nodes List

General

3D

2D

Spatial Audio


AkBank

ak_bank

Description

The AkBank node loads or unloads the given Bank at the Game Event defined in Load On and Unload On.

Note: The Init bank must be loaded first at the start of the game. Only then will it be possible to load the other banks.


AkEvent

ak_event

Description

The AkEvent node posts or stops the given Event at the Game Event defined in Trigger On and Stop On. Stop Fade Time describes the time in milliseconds that the Event will take to fade out when stopped. You can change the interpolation curve for the fade out in Stop Interpolation Curve. If the checkbox Use Callback is active, you can select a Callback Type and a Callback Receiver NodePath. The Callback Receiver node should hold a script with the corresponding callback receiver method. For the AK_EndOfEvent callback the method would look like:

func _on_end_of_event(data):
	print(data)

You can find the predefined name of the remaining callbacks in the Signals class defined in ak_utils.gd. The Event will be affected by the AkEnvironment nodes present in the scene if Is Environment Active is active. Similarly, the Event will be added to Spatial Audio AkRoom nodes if Is Spatial is checked.


AkListener

ak_listener

Description

The AkListener node registers the default Listener and updates its position in the game. If Is Spatial is active, the node will also register the Listener as a spatial listener. The Listener will be added to AkRoom nodes.


AkSwitch

ak_switch

Description

The AkSwitch node sets the given Switch Value (String) belonging to the given Switch Group (String) on the GameObject registered with an AkEvent node. The Switch will be set based on the selected Trigger On event.


AkState

ak_state

Description

The AkState node sets the given State Value (String) belonging to the given State Group (String). The State will be set based on the selected Trigger On event.


AkEnvironment

ak_environment

Description

The AkEnvironment node defines a reverb zone with the given Aux Bus. All AkEvent nodes with attached Rigid or Kinematic bodies that have the Is Environment Aware bool checked will have the reverb applied when entering the Environment. A Collision Shape needs to be attached to this node to work properly. If an AkEvent is inside multiple Environments, the AkEnvironment with a lower Env Priority will be applied.


AkEvent2D

Description

The AkEvent2D node posts or stops the given Event at the Game Event defined in Trigger On and Stop On. Stop Fade Time describes the time in milliseconds that the Event will take to fade out when stopped. You can change the interpolation curve for the fade out in Stop Interpolation Curve. If the checkbox Use Callback is active, you can select a Callback Type and a Callback Receiver NodePath. The Callback Receiver node should hold a script with the corresponding callback receiver method. For the AK_EndOfEvent callback the method would look like:

func _on_end_of_event(data):
	print(data)

You can find the predefined name of the remaining callbacks in the Signals class defined in ak_utils.gd.

Note: The sound position on the Z axis which is missing in 2D is set and updated based on the Z Index value.


AkListener2D

Description

The AkListener2D node registers the default Listener and updates its position in-game.


Spatial Audio Nodes

AkGeometry

ak_geometry

Description

The AkGeometry node adds a set of geometry from the Spatial Audio module for geometric reflection and diffaction processing. The node needs to be a child of a MeshInstance node. If Is Static is checked, the geometry set will not be updated when moving the Mesh. Enable Diffraction enables geometric diffraction, Enable Diffraction On Boundary Edges enables geometric diffraction on boundary edges for this geometry. You can add the name of an acoustic texture to Acoustic Texture. Currently, this only has a cosmetic effect, i.e. displays the color of the texture for the mesh in the Game Object 3D Viewer in the authoring app. By selecting an AkRoom node in the Room field, the geometry set will be associated with the selected room.


AkRoom

ak_room

Description

The AkRoom node registers a Spatial Audio Room. AkEvent nodes entering the room will be added to the room and removed from the room if exiting the room.


AkEarlyReflections

ak_early_reflections

Description

The AkEarlyReflections node sets the given early reflections auxiliary bus aux_bus for a particular game object with the given early reflections volume.