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Overview

The Audio category handles the triggering of audio files in Wavicle particles. This feature can be used multiple times in a single component, this allows a sophisticated audio logic to be used in particle effects.

The following options are available under the Audio category:  

Real-Time-Parameter-Controls (RTPC)

This feature controls RTPC settings for CRYENGINE's Audio system. RTPC are audio attributes that can control certain aspects of sound (such as pitch, volume, filter cutoffs, etc). For more information about RTPC's, please refer to CRYENGINE's Audio documentation.

PropertyDescription
NameClick to select an RTPC from the Audio Controls
ValueAllows setting a value or curve in an advanced behavior. This value supports modifiers so that advance interactions can be had with the effect and the game scene. Please refer to the Modifiers documentation for more detail on how to create advanced effects.

Trigger

This feature allows each particle in this component to trigger an audio event.

PropertyDescription
Play Trigger

Allows users to select an Audio Trigger from the Audio Controls in CRYENGINE. These audio triggers can also be of a looping type which can be specified on the audio DCC tools.

Stop Trigger

Specifies the Audio Trigger to execute when the particle dies. This trigger is optional. If is left blank the Stop on Death option appears.

Occlusion

Allows selecting the type of Occlusion Raycast options. CRYENGINE's Audio engine supports occlusion of audio sources by the scene geometry. The following options are available under this property:

  • Ignore - The audio object does not calculate occlusion against the level geometry.
  • Adaptive - The audio object switches between the occlusion types depending on its distance to the audio listener.
  • Low - The audio object uses a coarse grained occlusion plane for calculation.
  • Medium - The audio object uses a medium grained occlusion plane for calculation.
  • High - The audio object uses a fine grained occlusion plane for a calculation.
Follow ParticleWhen the trigger is set to OnSpawn, follows the Entity Position while it moves around the scene. If an audio event is in a looping mode, then it is recommended to use this setting,
Stop on DeathWhen the particle is killed, stops the execution of the audio item that has been assigned to Play Trigger. This option is only available if a Stop Trigger item has not been specified.

GPU Support

Since there is no communication between GPU particles and the host, audio events are not supported for GPU particles.

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