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Lumberyard
User Guide (Version 1.13)

ATL Default Controls

The Lumberyard audio system uses an Audio Translation Layer (ATL) to control when and how sounds play in your level. Wwise LTX controls are then connected to the ATL controls. The following ATL default controls are automatically created by the Audio Controls Editor and are located in the default_controls folder:

  • do_nothing

  • get_focus

  • lose_focus

  • mute_all

  • object_speed

  • object_velocity_tracking

  • ObstructionOcclusionCalculationType

  • unmute_all

do_nothing control

You can define both a PlayTrigger and a StopTrigger. The do_nothing control is used as a blank event in cases where StopTrigger functionality should not be used. This trigger should not be connected to any event in your audio middleware.

get_focus control

This trigger is called when the application window in Lumberyard Editor gains focus.

lose_focus control

This trigger is called when the application window in Lumberyard Editor loses focus.

Note

If you don't want to pause or resume audio when gaining or losing focus, use the console command s_ignorewindowfocus = 1. This bypasses the get_focus and lose_focus events from being called when gaining or losing focus.

mute_all control

This trigger is called when the Mute Audio button is selected, located on the lower menu bar of Lumberyard Editor.

object_speed control

This is an RTPC control that is updated according to the speed of the associated entity in the level. The calculation of the speed can be enabled on a per-entity basis with the object_velocity_tracking control.

object_velocity_tracking control

This is a switch used to enable or disable the calculation of the object_speed value on a per-entity basis. This switch does not need to be connected to the audio middleware as it is communicating Lumberyard-specific data.

ObstructionOcclusionCalculationType control

This is a switch used to set the obstruction and occlusion calculation method of an entity. The switch state values are Ignore, SingleRay, and MultiRay. This switch does not need to be connected to the audio middleware as it is communicating Lumberyard-specific data.

unmute_all control

This trigger is called when the Mute Audio button is deselected, located on the lower menu bar of Lumberyard Editor.