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MapAudioDataProperties
PBE 16.23 changes this class. This page shows the live definition. PBE changes
Class Documentation
Edit documentationThe audio of a map. The client reads the object Maps/Shipping/Map<id>/Audio when it
loads the map, and does three things with it:
- It handles the object that
BaseDatalinks to first, by the same steps. - It loads the
bankUnitsof the object. - It picks one audio variant from
FeaturesListand applies it. See FeatureAudioDataProperties for the rule.
It also reads ListenerConfiguration.
Changes on PBE 16.23
Properties
Another map audio object whose banks and audio variants apply to this map too. The client handles the base before this object. If both have a variant for the key of the game, the variant of this object replaces the music and the announcer prefix of the variant of the base.
The audio variants of the map, as links to
FeatureAudioDataProperties objects. The
client applies at most one entry of this list: the entry whose feature equals
the key of the game, or else the entry with the key Default.
ListenerConfiguration
Hash = "0x0" The AudioListenerConfiguration of the map, as the path hash of the object. It sets the height, the offsets and the pitch of the audio listener.
The client reads it from the audio object of the current map when it sets up the
map's audio. If the object sets none, or the hash resolves to no loaded object, the
client follows BaseData and takes the first configuration that resolves. If none
resolves, the listener uses built-in values that equal the defaults of
AudioListenerConfiguration.
MobileMixEvent
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PcMixEvent
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The Wwise files that the map always loads, as a list of BankUnit entries. The banks of the selected audio variant are loaded in addition to these.
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objectPath
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