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Nodes
The AkBank node loads or unloads the given Bank
at the Game Event defined in Load On
and Unload On
.
Note: The Init bank must be loaded first at the start of the game. Only then will it be possible to load the other banks.
The AkEvent node posts or stops the given Event
at the Game Event defined in Trigger On
and Stop On
. Stop Fade Time
describes the time in milliseconds that the Event will take to fade out when stopped. You can change the interpolation curve for the fade out in Stop Interpolation Curve
. If the checkbox Use Callback
is active, you can select a Callback Type
and a Callback Receiver
NodePath. The Callback Receiver
node should hold a script with the corresponding callback receiver method. For the AK_EndOfEvent
callback the method would look like:
func _on_end_of_event(data):
print(data)
You can find the predefined name of the remaining callbacks in the Signals
class defined in ak_utils.gd
.
The Event will be affected by the AkEnvironment
nodes present in the scene if Is Environment Active
is active. Similarly, the Event will be added to Spatial Audio AkRoom
nodes if Is Spatial
is checked.
The AkListener node registers the default Listener and updates its position in the game. If Is Spatial
is active, the node will also register the Listener as a spatial listener. The Listener will be added to AkRoom
nodes.
The AkSwitch node sets the given Switch Value
(String) belonging to the given Switch Group
(String) on the GameObject registered with an AkEvent
node. The Switch will be set based on the selected Trigger On
event.
The AkState node sets the given State Value
(String) belonging to the given State Group
(String). The State will be set based on the selected Trigger On
event.
The AkEnvironment node defines a reverb zone with the given Aux Bus
. All AkEvent
nodes with attached Rigid or Kinematic bodies that have the Is Environment Aware
bool checked will have the reverb applied when entering the Environment. A Collision Shape needs to be attached to this node to work properly. If an AkEvent
is inside multiple Environments, the AkEnvironment
with a lower Env Priority
will be applied.
The AkEvent2D node posts or stops the given Event
at the Game Event defined in Trigger On
and Stop On
. Stop Fade Time
describes the time in milliseconds that the Event will take to fade out when stopped. You can change the interpolation curve for the fade out in Stop Interpolation Curve
. If the checkbox Use Callback
is active, you can select a Callback Type
and a Callback Receiver
NodePath. The Callback Receiver
node should hold a script with the corresponding callback receiver method. For the AK_EndOfEvent
callback the method would look like:
func _on_end_of_event(data):
print(data)
You can find the predefined name of the remaining callbacks in the Signals
class defined in ak_utils.gd
.
Note: The sound position on the Z axis which is missing in 2D is set and updated based on the Z Index value.
The AkListener2D node registers the default Listener and updates its position in-game.
The AkGeometry node adds a set of geometry from the Spatial Audio module for geometric reflection and diffaction processing. The node needs to be a child of a MeshInstance
node. If Is Static
is checked, the geometry set will not be updated when moving the Mesh. Enable Diffraction
enables geometric diffraction, Enable Diffraction On Boundary Edges
enables geometric diffraction on boundary edges for this geometry. You can add the name of an acoustic texture to Acoustic Texture
. Currently, this only has a cosmetic effect, i.e. displays the color of the texture for the mesh in the Game Object 3D Viewer in the authoring app. By selecting an AkRoom
node in the Room field
, the geometry set will be associated with the selected room.
The AkRoom node registers a Spatial Audio Room. AkEvent
nodes entering the room will be added to the room and removed from the room if exiting the room.
The AkEarlyReflections node sets the given early reflections auxiliary bus aux_bus
for a particular game object with the given early reflections volume
.
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