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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 Shapes, Area 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 |
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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 |
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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 |
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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 |
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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 |
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Name | Name of the RTPC. |
Value | Sets the RTPCs RTPC's value. |
Info | ||
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An ATL RTPC that is not assigned to an entity Entity will set connected Game ParamterParameter(s) on all Game Objects in Wwise. |
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 |
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Switch | Switch name. |
State1 - 4 | Name of the state. |
SetState1 - 4 | Sets the state. |
Info | ||
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An ATL Switch state connected to a Wwise Switch will only set the Wwise Switch on a Game Object corresponding to the assigned Entity. |
Audio:Trigger
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Flownode
The Trigger flownode Flownode simply triggers eventsEvents.
FlowNode Inputs | Description |
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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. |
Play | Triggers the event Event defined in the PlayTrigger input. |
Stop | Triggers the event Event defined in the StopTrigger input. |
Info | ||
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An ATL Trigger without an Entity assigend assigned will be executed on the Dummy Game Object in Wwise. |