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VfxAudioCue

16.21

Class Documentation

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One sound of a VfxAudioComponent: an event name and the rule for when the sound starts and stops.

Properties

Attachment

U8 = 0
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Not read by the client. The sound is placed at a particle's position whatever the value.

LifetimeBehavior

U8 = 0
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When the sound starts and stops. A one-shot sound plays to its end and is not stopped by the emitter. A tracked sound is stopped by the emitter.

Value Name Behavior
0 OnSpawn One-shot. Plays once for each spawn of the emitter, at the position of the first new particle.
1 OnStart One-shot. Plays when the emitter is first in its emitting phase, at the position of the emitter's first particle.
2, 3 PerParticle Tracked. Starts once for each spawn of the emitter, at the position of the first new particle. It stops when that particle dies. The other particles of the spawn carry no sound.
4, 5 WhileEmitting Tracked. Starts when the emitter is first in its emitting phase, at the position of the emitter's first particle. It stops when the emitter leaves the emitting phase.
other - The cue is ignored.

The emitting phase is the lifetime state between the start delay and the loop delay or the outro, see VfxLifetimeStateBehavior.

sound

String = ""
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Name of the sound event that the client sends to the audio system.

type

U8 = 0
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Not read by the client. The cue plays the same sound whatever the value.

Referenced by 1 class · 1 property