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SoundLayer
Ensou edited this page Nov 23, 2020
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SoundLayer is a config node that is used to store audio data and parameters.
| Properties | Description |
|---|---|
| name | Name of this SoundLayer, Must be unique. |
| audioClip | Path of your audio file eg: ModName/Sounds/MySound |
| loop | If this SoundLayer is a loop: True / False (Default) |
| loopAtRandom | Start the loop at a random location on the sample: True / False (Default) |
| channel | ShipInternal, ShipExternal, ShipBoth (Default). See Channel |
| spread | (0.0-1.0) from 0 Degrees to 360 Degrees, see AudioSource.Spread (Unity - Scripting API) for more details |
| data | Used to store which type of control is used for this SoundLayer |
| volume | FXCurve |
| pitch | FXCurve |
| massToVolume | Attenuate the Volume based on Ship or Part Mass, ShipEffects and Collisions Only, FXCurve |
| massToPitch | Attenuate the Pitch based on Ship or Part Mass, ShipEffects and Collisions Only, FXCurve |
| Values | Description |
|---|---|
| ShipInternal | Assigns the SoundLayer to be played only on the Internal Camera (IVA). This Channel Bypasses any Sound Effects including Listener Effects, see AudioSource (Unity - Scripting API) |
| ShipExternal | Assigns the SoundLayer to be played only on the External Camera |
| ShipBoth | Default Channel. Assigns the SoundLayer to be played both on External Camera and Internal Camera |