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FeatureAudioDataProperties

Changed on PBE 16.23

PBE 16.23 changes this class. This page shows the live definition. PBE changes

Shared - used by classes in Teamfight Tactics and Map and environment.

Class Documentation

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One audio variant of a map: a set of sound banks and music that the client uses for one kind of game on that map. A map lists its variants in FeaturesList of its MapAudioDataProperties, and the client applies one of them when it loads the map.

How the client picks a variant:

  1. It takes a key from the level property AudioFeature. A game mutator sets that property through an entry AudioFeature(<key>) in GameMutatorExpansions.
  2. If the game has a current TFTSetData whose AudioFeature link is set, the key is the feature of the linked object instead.
  3. It searches the list from the last entry to the first for an entry whose feature equals the key. The first match is used.
  4. If no entry matches, it repeats the search with a second key that the map load supplies, and then with Default.

What applying a variant does: the client applies its music, loads its bankUnits, and takes its event-name prefix for announcer voice events (0x1ad40789).

The base object of the map audio (BaseData) is handled by the same rule before the map's own list, so a map can add to the variants of its base or replace them.

Examples:
  • The mutator entry MapID(11)?AudioFeature(DoomBots) selects, on map 11, the variant whose feature is DoomBots.
  • A map with one variant for every game gives that variant the feature Default.

Changes on PBE 16.23

objectPath re-added Hash

Properties

0x1ad40789

String = "play_vo_Announcer_Chili_SummonersRift_"
16.17
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Prefix of the Wwise event names that the client builds for announcer voice events. For an event of the AnnouncerVoEventType classes, the event name is this string followed by the suffix that the event object returns.

When the client applies a variant, it stores this string in the audio manager. Every later announcer voice event uses the stored string.

bankUnits

List2<BankUnit> = []
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The Wwise files to load for the variant, as a list of BankUnit entries. The client loads them in addition to the bankUnits of the map audio object.

feature

Hash = "0x0"
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Key of the variant: the hash of the name that AudioFeature(<name>) uses (FNV-1a 32 of the lowercased name). The client compares it with the key of the game.

Default value
{
  "defeatBannerSound": "",
  "ambientEvent": "",
  "defeatMusicID": "",
  "legacyThemeMusicTransitionID": "",
  "victoryBannerSound": "",
  "themeMusicTransitionID": "",
  "reverbPreset": "",
  "victoryMusicID": "",
  "GameQuitEvent": "",
  "legacyThemeMusicID": "",
  "themeMusicID": "",
  "GameStartEvent": ""
}
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The music of the variant, as a MusicAudioDataProperties: the event names of the theme music, the victory and defeat music, the banner sounds and the ambience.

objectPath

Hash = "0x0"
Removed in 16.21 16.21
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Referenced by 2 classes · 2 properties