Lumberyard
Legacy Reference

Audio Entities

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

This topic describes how to use legacy audio entities in the Rollup Bar. These audio entities will be deprecated and replaced with audio component entities in a future release. For more information, see the Component Reference.

There are four Audio entities, as follows:

  • Audio Trigger Spot Entity

  • Audio Area Entity

  • Audio Area Ambience Entity

  • Audio Area Random Entity

Audio Trigger Spot

This topic describes how to use the legacy audio trigger spot in the Rollup Bar. This audio entity will be deprecated and replaced with audio trigger component entity in a future release. For more information, see the Audio Trigger component.

The AudioTriggerSpot triggers an event on a specific position. This position can be automatically randomized on each axis or with time delays.

Audio Trigger Spot Properties

Properties Description
Enabled Defines whether the Entity is enabled (playing) or disabled (not playing).
MaxDelay The maximum delay in seconds that it takes to trigger the sound when PlayRandom is enabled.
MinDelay The minimum delay in seconds that it takes to trigger the sound when PlayRandom is enabled.
PlayOnX Defines whether the sound gets positioned randomly on the x-axis when PlayRandom is enabled.
PlayOnY Defines whether the sound gets positioned randomly on the y-axis when PlayRandom is enabled.
PlayOnZ Defines whether the sound gets positioned randomly on the z-axis when PlayRandom is enabled.
PlayRandom When the check box is enabled: The sound is triggered at random intervals between the MinDelay and MaxDelay settings used and on the PlayOnX, PlayOnY, or PlayOnZ axis that has been selected. When the check box is not enabled, the sound is played immediately on the entity.
PlayTriggerName Name of the play event.
RadiusRandom The radius in meters in which the sound gets positioned randomly when PlayRandom is enabled.
SerializePlayState Defines whether the play state of the entity gets saved and loaded at checkpoints.
SoundObstructionType Sets the number of ray casts that are used to calculate the obstruction. More ray casts used equals a greater performance requirement, but creates a more accurate result.
  • Ignore – No raycasts are applied and the sound is unaffected by other objects in the game.

  • Single Ray – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

  • Multiple Rays – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

StopTriggerName Name of the stop event.

Audio Area Entity

This topic describes how to use the legacy audio area entity in the Rollup Bar. This audio entity will be deprecated and replaced with audio area environment component entity in a future release. For more information, see the Audio Area Environment component.

Audio Area Entities are used to play ambient sounds in an area, and are linked to Area Shapes, Area Boxes, and Area Spheres.

These entities are an advanced method of setting up ambient sounds in levels and require Flow Graph logic to play and control the sounds. This opens up many possibilities and gives advanced control over the ambience. When setting up a basic ambient sound, use the Audio Area Ambience entity instead, which does not require any Flow Graph logic.

Audio Area Entity Properties

Properties Description
Enabled Defines whether the Entity is enabled (playing) or disabled (not playing).
Environment Defines the name of the ATL environment used inside the connected shape.
EnvironmentDistance The distance in meters from the edge of the assigned shape where the fading of the Environment begins.
FadeDistance The distance in meters from the edge of the assigned shape where the flow graph node is starting to output values.
SoundObstructionType Sets the number of ray casts that are used to calculate the obstruction. More ray casts used equals a greater performance requirement, but creates a more accurate result.
  • Ignore – No raycasts are applied and the sound is unaffected by other objects in the game.

  • Single Ray – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

  • Multiple Rays – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

Audio Area Ambience

This topic describes how to use the legacy audio area ambience entity in the Rollup Bar. This audio entity will be deprecated and replaced with audio environment component entity in a future release. For more information, see the Audio Environment component.

Audio Area Ambience entities are used to set up ambiences without having to define their functionality in Flow Graph. They are used when setting up basic ambient shapes in levels that do not require a more complex functionality.

Audio Area Ambience Properties

Properties Description
Enabled Defines whether the Entity is enabled (playing) or disabled (not playing).
Environment Defines the name of the ATL environment used inside the connected shape.
EnvironmentDistance The distance in meters from the edge of the assigned shape where the fading of the environment begins.
PlayTrigger Name of the play event.
Rtpc Sets the RTPC that is controlling the playing of the sound object.
RtpcDistance The distance in meters from the edge of the assigned shape where the connected RTPC is starting to receive values. The values sent to the RTPC are always from 0 to 1.
SoundObstructionType Sets the number of ray casts that are used to calculate the obstruction. More ray casts used equals a greater performance requirement, but creates a more accurate result.
  • Ignore – No raycasts are applied and the sound is unaffected by other objects in the game.

  • Single Ray – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

  • Multiple Rays – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

StopTrigger Name of the stop event.

Audio Area Random

This topic describes how to use the legacy audio area random entity in the Rollup Bar. This audio entity will be deprecated and replaced with audio area environment component entity in a future release. For more information, see the Audio Environment component.

Audio Area Random entities trigger randomized shots in a confined area. The Entity needs to be linked to Area Shapes, Area Boxes, or Area Spheres. The sound is randomly triggered and positioned in a radius around the listener, providing they are inside the connected area.

Audio Area Random Properties

Properties Description

Enabled

Defines whether the entity is enabled (playing) or disabled (not playing).

MaxDelay

The maximum delay in seconds it takes to trigger the sound.

MinDelay

The minimum delay in seconds it takes to trigger the sound.

MoveWithEntity

When enabled, the sound moves in relation to the listener after it has spawned; otherwise, it stays at its initial position.

PlayTrigger

Name of the play event.

RadiusRandom

Defines the size of the radius in which sounds spawn around the listener.

Rtpc

Sets the RTPC that is controlling the playing of the sound.

RtpcDistance

The distance in meters from the edge of the assigned shape where the connected RTPC is starting to receive values. The values sent to the RTPC range from 0 to 1.

SoundObstructionType

Sets the number of ray casts that are used to calculate the obstruction. More ray casts used equals a greater performance requirement, but creates a more accurate result.

  • Ignore – No raycasts are applied and the sound is unaffected by other objects in the game.

  • Single Ray – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

  • Multiple Rays – Used to calculate the treatment the sound receives depending on the position and physical properties of the objects found between the source and the listener.

StopTrigger

Name of the stop event.

Note

For each audio object, it is a good practice to see which SoundObstructionType works best and to select Ignore when there is no advantage gained from having obstruction and occlusion values calculated. Select MultipleRays only if the accuracy of the single raycast is not sufficient, or if you want the entity to be able to calculate both the occlusion and obstruction values separately.

Raycasts are skipped for entities that do not have an active playing trigger, even when the SoundObstructionType is set to SingleRay or MultipleRays.