Lumberyard
Legacy Reference

Audio Nodes

Flow Graph is deprecated and will be removed in a future version of Lumberyard. Learn about Script Canvas, Lumberyard's new visual scripting environment.

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.

The following flow graph nodes are used to control various audio system functionality and settings. All references to Audiokinetic Wwise also applies to the LTX version.

entity:AudioTriggerSpot node

Used to enable and disable the associated entity.

Inputs

Port Type Description
Disable Boolean Stops the sound. If available, triggers the event set in the StopTriggerName property.
Enable Boolean Starts the sound. Triggers the event set in the PlayTriggerName property.

Outputs

Port Type Description
Done Boolean Triggers when the event started by the play trigger has completed playing.

entity:AudioAreaEntity node

Used to enable and disable the associated entity, as well as control what happens when the player enters and leaves the shape.

Inputs

Port Type Description
Disable Boolean Stops the sound. If available, triggers the event set in the StopTriggerName property.
Enable Boolean Starts the sound. Triggers the event set in the PlayTriggerName property.

Outputs

Port Type Description
FadeValue Float Normalized value from 0 to 1 of the FadeDistance when the player approaches the shape
OnFarToNear Boolean Triggers when player enters the fade distance
OnInsideToNear Boolean Triggers when player leaves the shape
OnNearToFar Boolean Triggers when player leaves the fade distance
OnNearToInside Boolean Triggers when player enters the shape

entity:AudioAreaAmbience node

Used to enable and disable the associated entity.

Inputs

Port Type Description
Disable Boolean Disables the audio entity
Enable Boolean Enables the audio entity

Outputs

Port Type Description
Done Boolean Triggers when the audio entity is enabled

entity:AudioAreaRandom node

Used to enable and disable the associated entity.

Inputs

Port Type Description
Disable Boolean Disables the entity
Enable Boolean Enables the entity

PreloadData node

Used to load and unload preload requests to optimize memory consumption. This node lists only preloads that are not set to Autoload in the Audio Controls Editor.

Inputs

Port Type Description
Preload Request String Defines the preload requests that should be loaded or unloaded
Load Any Loads the preload requests
Unload Any Unloads the preload requests

Rtpc node

Use to change RTPC values. If you have an entity assigned to this node, the RTPC assigned to the Name input controls parameters only on the assigned entity. If no entity is assigned, the parameter change is applied to all entities.

For Wwise, any RTPC that is not assigned to an entity sets connected game parameters on all game objects. An RTPC that is assigned to an entity sets the connected game parameters only on the game object corresponding to the assigned entity in Wwise. You can monitor the RTPC changes for an entity in the game object profiler layout.

Inputs

Port Type Description
Name String Name of the RTPC
Value Float Sets the RTPC value

Switch node

Used to set the state of a switch. Multiple states can be selected in the node to reduce the complexity of flow graph logic when more than one state change should happen.

For Wwise, a connected switch state sets the Wwise switch only on a game object corresponding to the assigned entity. A switch state connected to a Wwise switch without an assigned entity is set on the Dummy Game object in Wwise. A switch state connected to a Wwise state always sets the state globally, regardless of the assigned entity.

Inputs

Port Type Description
Switch String Switch name
State1 - State4 String Name of the state
SetState1 - SetState4 Any Sets the state

Trigger node

Used to trigger events.

For Wwise, a trigger without an entity assigned is executed on the dummy game object in Wwise. A trigger with an entity assigned is executed on the game object corresponding to the assigned entity.

Inputs

Port Type Description
PlayTrigger String The name of the event. Any event can be triggered with this node.
StopTrigger String The name of the event. Any event can be triggered with this node. If no event is defined and a sound is started on the corresponding PlayTrigger, it stops at once when the stop input is triggered.
Play Any Triggers the event defined in the PlayTrigger input.
Stop Any Triggers the event defined in the StopTrigger input.

Outputs

Port Type Description
Done Any Triggers when the event is complete