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Multi-Position Audio Component
The Multi-Position Audio Component helps to create sounds that emanate from multiple locations. For example a sound that covers an area, like a river, should use this component. Any sounds that have multiple instances should also use this component, as it does help to reduce resources.
Multi-Position Audio Properties
Name | Description | Default |
---|---|---|
Entity References | A list of entities whose world positions will be used as the sound’s multiple positions. | <Empty> |
Behavior Type | A drop-down selection, the options are ‘Separate’ or ‘Blended’. Separate means that the sound positions will be treated as if they were individual point source sounds. Blended means the positions will be treated as if they are one sound covering an area. | Separate |
EBus Request Bus Interface
Use the following request functions with the EBus interface to communicate with other components of your game.
For more information about using the Event Bus (EBus) interface, see Working with the Event Bus (EBus) system.
Name | Description | Parameters | Return | Scriptable | Lua enum bindings |
---|---|---|---|---|---|
AddEntity | Adds an Entity to the list, whose position will be used in the multi-position audio. | entityId - EntityId | None | Yes | N/A |
RemoveEntity | Removes an Entity from the list, and its position will be removed from the multi-position audio. | entityId - EntityId | None | Yes | N/A |
SetBehaviorType | Sets the Behavior Type of the multi-position audio to either be Blended or Separate . | Audio::MultipositionBehaviorType - enum | None | Yes | MultiPositionBehaviorType_Separate , MultiPositionBehaviorType_Blended |