Sound Object

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Sound

Description

This Level Object is used to play sounds in Level, Particle, and UI Layouts. Sounds will play automatically when a Particle is played. Looping sounds do not work in Particle Layouts.

Location

Right-click on an empty space in the Layout Scene Manager and choose Sounds > Sound from the list.

Properties

Name Type Description Read Only
FILE
CATEGORY
string
The category of the sound file.
SOUND GROUP
string
The Sound Bank group to use.
POSITION
POSITION
CVector3
Position by X,Y,Z world coordinates.
SOUND
ALWAYS ATTEMPT TO PLAY
bool
Note: Very expensive. If True the Sound will always attempt to play. Does not work with Particles.
EASE
float
Set the ease in/out time for the Sound.
ENVIRONMENTAL
bool
If True the sound will fade depending on the Player's position relative to the Sound object's Position. If False the Sound will play at the same volume globally no matter the Player's position.
RADIUS
float
Set the radius of the Sound. Determines where the Player will hear the Sound if Environmental is True.
RESET ON PLAY
bool
If True the Sound will reset when it receives a "Play" Input event. If False the Sound will not play again until it has finished.
START ON ACTIVATE
bool
If True the Sound will start as soon as the level loads.
VOLUME
float
The volume of the sound.
WEATHER
bool
If True the Sound will be marked as weather and won't play if weather effects are turned off.

Input Events

Play
Play the Sound.
Stop
Stop playing the Sound.
Pause
Pause the playback of the Sound.
Resume
Resume the playback of the Sound.

Output Events

Playing
This event will fire when the Sound is playing.
Stopped
This event will fire when the Sound receives a "Stop" Input event.
Sound Ended
This event will fire when the Sound has played its entire duration.
Paused
This event will fire when the Sound receives a "Pause" Input event.
Resumed
This event will fire when the Sound receives a "Resume" Input event.
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