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Audio Preload
Audio Preload Component
Use the Audio Area Environment component in Open 3D Engine to apply an environment effect to sounds that an entity triggers.
true

Using the Audio Preload component, you can load and unload ATL preloads, which contain references to soundbanks. You can specify the loading type as automatic or manual. The automatic loading type means that preloads load when the component activates and unloads when it deactivates. The manual loading type means the component does not take any action until the user makes a request.

Audio Preload Properties

The Audio Preload component has the following properties:

Preload Name Name of the default ATL Preload that this component loads or unloads. Modify this property to define a custom default ATL preload. Default: Blank

Load Type Set to Auto or Manual. If set to Auto, preloads load when component activates and unload when component deactivates. If set to Manual, preloads load and unload only when the user makes the request to the interface. Default: Auto

EBus Request Bus Interface

Use the following request functions with the EBus interface to communicate with other components of your game.

For more information about using the Event Bus (EBus) interface, see Working with the Event Bus (EBus) system.

Load

Name Load
Description Loads the default ATL preload (if it is set)
Parameters None
Return None
Scriptable Yes

Load

Name Unload
Description Unloads the default ATL preload (if it is set)
Parameters None
Return None
Scriptable Yes

Load

Name LoadPreload
Description Loads an ATL preload by name
Parameters preloadName Name of an ATL Preload to load
Return None
Scriptable Yes

Load

Name UnloadPreload
Description Unloads an ATL preload by name
Parameters preloadName Name of an ATL Preload to unload
Return None
Scriptable Yes

Load

Name IsLoaded
Description Returns whether this component has loaded an ATL preload
Parameters preloadName Name of an ATL Preload to check
Return bool True if this component has already loaded the specified preload, false otherwise
Scriptable Yes