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The AudioTriggerSpot triggers an Event on a specific position. This position can be automatically randomized on each axis and/or with time delays. This Entity replaces the Sound Event Spot of in previous versions of CRYENGINE.

 

 

Properties

Description

Enabled

Defines if the Entity is enabled (playing) or disabled (not playing).

MaxDelay

The maximum delay in seconds that it will take to trigger the Sound when PlayRandom is usedenabled.

MinDelay

The minimum delay in seconds that it will take to trigger the Sound when PlayRandom is usedenabled.

PlayOnX

Defines if the Sound gets positioned randomly on the X-axis when PlayRandom is usedenabled.

PlayOnY

Defines if the Sound gets positioned randomly on the Y-axis when PlayRandom is usedenabled.

PlayOnZ

Defines if the Sound gets positioned randomly on the Z-axis when PlayRandom is usedenabled.

PlayRandom

When the checkbox is enabled: The Sound is triggered at random intervals between the MinDelay and MaxDelay settings used and on the PlayOnX, PlayOnY or PlayOnZ axis that has been selected.

When the checkbox is not enabled: The Sound is played immediately on the Entity.

PlaytriggerName

Name of the play Event.

RadiusRandom

The radius in meters in which the Sound gets positioned randomly when PlayRandom is usedenabled.

SerializePlayState

Defines if the play state of the Entity gets saved/loaded at checkpoints.

SoundObstructionType

Sets the number of ray casts that are used to calculate the obstruction. While the more rays used increases the More ray casts used equals a greater performance requirement, it but creates a more accurate result.

StopTriggerName

Name of the stop Event. If no stop Event is assigned the Sound will be stopped immediately once the respective flownode Flownode input is triggered.

 

 

FlowNode Inputs

Description

Disable

Stops the Sound. If available, triggers the Event set in the StopTriggerName property.

Enable

Starts the Sound. Triggers the Event set in the PlayTriggerName property.

Flownode Outputs

 

Done

Outputs when the Event started by the play trigger has completed playing.

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The Audio Area Entity is the advanced method of setting up Ambient Sounds in Levels and requires flowgraph Flowgraph logic to play and control the Ambient Sound. This however opens up many possibilities and gives advanced control over the Ambience. When setting up a basic Ambient Sound use the AudioAreaAmbience which does not require any flowgraph Flowgraph logic.

Examples of this setup can be found in the CRYENGINE Sandbox Editor showcase Levels.

To learn how to setup Ambient Sounds in a Level then take a look here  here. 

 

 

Properties

Description

Enabled

Defines if the Entity is enabled (playing) or disabled (not playing).

Environment

Defines the name of the ATL environment used inside the connected shape.

EnvironmentDistance

The distance in meters from the edge of the assigned shape where the fading of the Environment begins.

FadeDistance

The distance in meters from the edge of the assigned shape where the Flowgraph Node is starting to output values.

SoundObstructionType

Sets the number of ray casts that are used to calculate the obstruction. While the more rays used increases the More ray casts used equals a greater performance requirement, it but creates a more accurate result.

 

 

FlowNode Inputs

Description

Disable

Disables the Entity.

Enable

Enables the Entity.

FlowNode Outputs

 

FadeValue

Normalized value (0, 1) of the FadeDistance when the player approaches the shape.

OnFarToNear

Player enters the fade distance.

OnInsideToNear

Player leaves the shape.

OnNearToFar

Player leaves the fade distance.

OnNearToInside

Player enters the shape.

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Audio Area Ambience

AudioAreaAmbiences are used to setup Ambiences without having to define their functionality in Flowgraph. They are used when setting up basic Ambient shapes in Levels that do not require a more complex functionality.

If you want to create Ambiences with more control in Flowgraph use the AudioAreaEntity. NOTE: The Entity needs to be linked to Area Shapes, Area Boxes or Area Spheres. Read here

To learn how to set up setup Ambient Sounds in Levels.a Level then take a look here. 

 

 

Properties

Description

Enabled

Defines if the entity Entity is enabled (playing) or disabled (not playing).

Environment

Defines the name of the ATL environment used inside the connected shape.

EnvironmentDistance

The distance in meters from the edge of the assigned shape where the fading of the Environment begins.

PlayTrigger

Name of the Play Event.

Rtpc

Set the rtpc RTPC that is controlling the playing soundobject.

RtpcDistance

The distance in meters from the edge of the assigned shape where the connected RTPC is starting to receive values. The values send sent to the RTPC are always in a normalized range from 0 . to 1.

SoundObstructionType

Sets the amount number of ray casts that are used to calculate the obstruction. The more rays, the more performance is needed but the more accurate the result isMore ray casts used equals a greater performance requirement, but creates a more accurate result.

StopTrigger

Name of the Stop Event.

 

 

FlowNode Inputs

Description

Disable

Disables the entityEntity.

Enable

Enables the entityEntity.

Audio Area Random

AudioAreaRandoms trigger randomized oneshots in a confined area. NOTE: The entity Entity needs to be linked to Area ShapesArea Boxes or Area Spheres.
The Sound is randomly triggered and positioned in a radius around the listener as long as he is providing they are inside of the connected area.

 

Properties

Description

Enabled

Defines if the entity Entity is enabled (playing) or disabled (not playing).

MaxDelay

The maximum delay in seconds it can will take to trigger the sound.

MinDelay

The minimum delay in seconds it can will take to trigger the sound.

MoveWithEntity

When enabled the sound will move in relation to the listener after it has spawned, otherwise it stays at its initial position.

PlayTrigger

Name of the Play Event.

RadiusRandom

Defines the size of the radius in which sounds spawn around the listener.

Rtpc

Set the rtpc RTPC that is controlling the playing soundobject.

RtpcDistance

The distance in meters from the edge of the assigned shape where the connected RTPC is starting to receive values. The values send sent to the RTPC are always in a normalized range from 0 . to 1.

SoundObstructionType

Sets the amount number of ray casts that are used to calculate the obstruction. The more rays, the more performance is needed but the more accurate the result isMore ray casts used equals a greater performance requirement, but creates a more accurate result.

StopTrigger

Name of the Stop Event.

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FlowNode Inputs

Description

Disable

Disables the entityEntity.

Enable

Enables the entityEntity.

 

Audio:PreloadData

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Flownode

The PreloadData flownode  Flownode can load and unload preload requests to optimize the memory  memory consumption.

 

FlowNode Inputs

Description

PreloadRequest

Defines the preload request (s) that should be loaded or unloaded.

Load

Loads the preload request (s).

Unload

Unloads the preload request (s).

Info

The PreloadData Flow Node Flownode only lists ATL-Preloads that have not been set to "AutoLoad" in the Audio Controls Editor (ACE).

Audio:Rtpc

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Flownode

The RTPC flownode Flownode changes RTPC values.

If you have an entity assigned to the RTPC flownode Flownode the ATL-RtpcRTPC assigned to the "Name" input will only control parameters on the assigned entityEntity.

If no Entity is assigned the parameter change will be applied to all entitiesEntities.

 

FlowNode Inputs

Description

Name

Name of the RTPC.

Value

Sets the RTPCs RTPC's value.

Info
titleWwise Specific

An ATL RTPC that is not assigned to an entity Entity will set connected Game ParamterParameter(s) on all Game Objects in Wwise.
An ATL RTPC that is assigned to an entity Entity will only set the connected Game Parameter(s) on the Game Object corresponding to the assigned Entity in Wwise.
In Wwise you can monitor the RTPC changes for an entity Entity in the Game Object Profiler layout.

Audio:Switch

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Flownode

The Switch flownode  Flownode sets the state of a switch. Multiple states can be selected in the node to reduce the complexity of FG Flowgraph logic when more than one state change should happen.

 

 

FlowNode Inputs

Description

Switch

Switch name.

State1 - 4

Name of the state.

SetState1 - 4

Sets the state.

Info
titleWwise Specific

An ATL Switch state connected to a Wwise Switch will only set the Wwise Switch on a Game Object corresponding to the assigned Entity.
An ATL Switch state connected to a Wwise Switch without an assigned Entity will be set on the Dummy Game Object in Wwise.
An ATL Switch state connected to a Wwise State will always set the State state globally, regardless of the assigned entityEntity.

Audio:Trigger

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Flownode

The Trigger flownode  Flownode simply triggers eventsEvents.

 

 

FlowNode Inputs

Description

PlayTrigger

The name of the eventEvent. This doesn’t necessary necessarily need to be a play eventEvent; any event Event can be triggered with this node.

StopTrigger

The name of the eventEvent. This doesn’t necessary necessarily need to be a stop eventEvent; any event Event can be triggered with this node.
If no event Event is defined and a sound Sound was started on the corresponding PlayTrigger, it will stop at once when the Stop stop input is triggered.

Play

Triggers the event Event defined in the PlayTrigger input.

Stop

Triggers the event Event defined in the StopTrigger input.

Info
titleWwise Specific

An ATL Trigger without an Entity assigend assigned will be executed on the Dummy Game Object in Wwise.
An ATL Trigger with an Entity assigned will be executed on the Game Object corresponding to the assigned Entity.