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Overview

CRYENGINE now contains several new Audio Entities and Flow Graph nodes which are detailed below.

Audio Trigger Spot

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

 Property

Description

Enabled

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

PlayTriggerName

Name of the play event.

SerializePlayState

Defines if the play state of the entity gets saved/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.

StopTriggerName

Name of the stop event. If no stop event is assigned the sound will be stopped immediately once the respective Flownode input is triggered.

TriggerAreasOnMove

Allows the ATS to receive updates from the Area Management System. Useful, for example, when entering an area that is linked to an environment to apply those environment values on this ATS.

 

Debug 

 Property

Description

DrawActivityRadius

  • None - Nothing is drawn
  • Play Trigger: The Activity Radius and Fade Distance of the trigger set in PlayTriggerName are displayed in the viewport around the ATS (Only if the trigger has an activity radius set)
  • Stop Trigger: The Activity Radius and Fade Distance of the trigger set in StopTriggerName are displayed in the viewport around the ATS (Only if the trigger has an activity radius set)

DrawRandomizationArea

Displays a box around the area where the randomization of the ATS is applied. This area represents the value set in PlayMode.RandomizationArea.

 

Play Mode

 Property

Description

Behaviour

  • Single: Trigger is executed only once
  • Delay: Trigger is executed every X seconds (where X is a random value between MinDelay and MaxDelay)
  • Trigger Rate: Trigger is executed every X seconds after the previous trigger instance is done (where X is a random value between MinDelay and MaxDelay)

MaxDelay

The maximum delay in seconds that it will take to execute the trigger when Behaviour is set to Delay or Trigger Rate.

MinDelay

The minimum delay in seconds that it will take to execute the trigger when Behaviour is set to Delay or Trigger Rate.

RandomizationArea

The area box in meters in which the sound gets positioned randomly when Behaviour is set to Delay or Trigger Rate.


FlowNode InputDescription

Disable

Stops the sound. If available, triggers the event set in the StopTriggerName property.

Enable

Starts the sound. Triggers the event set in the PlayTriggerName property.
FlowNode OutputDescription
DoneOutputs when the event started by the play trigger has completed playing.

Audio Area Entity

The AudioAreaEntity is used to play Ambient sounds in an area. Therefore the entity needs to be linked to an Area Shape, Area Box, Area Sphere or Area Solid.

The Audio Area Entity is the advanced method of setting up ambient sounds in levels and requires Flow Graph logic to play and control the Ambient sound. This however opens up many possibilities and gives advanced control over the ambiance. When setting up a basic ambient sound use the AudioAreaAmbience which does not require any Flow Graph logic.

Examples of this setup can be found in the CRYENGINE Sandbox Editor showcase levels.

To learn how to set up ambient sounds in a level take a look at the following documentation: Ambiences. 

Property

Description

Enabled

Defines if 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.

FlowNode InputDescription
DisableDisables the entity.
EnableEnables the entity.
FlowNode OutputDescription
FadeValueNormalized value (0, 1) of the FadeDistance when the player approaches the shape.
OnFarToNearPlayer enters the fade distance.
OnInsideToNearPlayer leaves the shape.
OnNearToFarPlayer leaves the fade distance.
OnNearToInsidePlayer enters the shape.

Audio Area Ambience

The AudioAreaAmbience is used to setup a simple ambiance in an area without having to define its functionality in Flow Graph. It is used when setting up basic Ambient shapes in levels that do not require a more complex functionality. Therefore the entity needs to be linked to an Area Shape, Area Box, Area Sphere or Area Solid.

If you want to create ambiences with more control in Flow Graph use the AudioAreaEntity

To learn how to set up ambient sounds in a level then take a look at the following documentation: Ambiences. 

Property

Description

Enabled

Defines if 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.

    GlobalRtpc    Set a global RTPC that can be picked up by other soundobjects.

PlayTrigger

Name of the play event.

Rtpc

Set the RTPC that is controlling the playing soundobject.

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 in a normalized 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.

StopTrigger

Name of the stop event.

FlowNode InputDescription
DisableDisables the entity.
EnableEnables the entity.
FlowNode OutputDescription
DoneOutputs when the event started by the play trigger has completed playing.

Audio Area Random

The AudioAreaRandom triggers randomized oneshots in a confined area. Therefore the entity needs to be linked to an Area ShapeArea Box, Area Sphere or Area Solid. The sound is randomly triggered and positioned in a radius around the listener providing they are inside of the connected area.

Property

Description

Enabled

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

MaxDelay

The maximum delay in seconds it will take to trigger the sound.

MinDelay

The minimum delay in seconds it will take to trigger the sound.

MoveWithEntity

When enabled the sound will move 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 meters where sounds spawn around the listener.

Rtpc

Set the RTPC that is controlling the playing soundobject.

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 in a normalized 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.

StopTrigger

Name of the stop event.

FlowNode Input

Description

Disable

Disables the entity.

Enable

Enables the entity.

Audio:PreloadData Flownode

The PreloadData Flownode can load and unload preload requests to optimize memory consumption.

FlowNode Input

Description

PreloadRequest

Defines the preload request(s) that should be loaded or unloaded.

Load

Loads the preload request(s).

Unload

Unloads the preload request(s).

Icon

The PreloadData Flownode only lists ATL Preloads that have not been set to AutoLoad in the Audio Controls Editor (ACE):

Audio:Rtpc Flownode

The RTPC Flownode changes RTPC values.

If you have an entity assigned to the RTPC Flownode the ATL RTPC assigned to the Name input will only control parameters on the assigned entity.

If no entity is assigned the parameter change will be applied to all entities.

FlowNode Input

Description

Name

Name of the RTPC.

Value

Sets the RTPC's value.

Wwise Specific

Icon

An ATL RTPC that is not assigned to an entity will set connected Game Parameter(s) on all Game Objects in Wwise.
An ATL RTPC that is assigned to an entity will only set the connected Game Parameter(s) on the Game Object corresponding to the assigned entity in Wwise.
In Wwise you can monitor the RTPC changes for an entity in the Game Object Profiler layout.

Audio:Switch Flownode

The Switch Flownode sets 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.

FlowNode Input

Description

Switch

Name of the switch.

State1 - 4

Name of the state.

SetState1 - 4

Sets the state.

Wwise Specific

Icon

An ATL Switch state connected to a Wwise Switch will only set the Wwise Switch on a Game Object corresponding to the assigned entity.
An ATL Switch state connected to a Wwise Switch without an assigned entity will be set on the dummy Game Object in Wwise.
An ATL Switch state connected to a Wwise State will always set the state globally, regardless of the assigned entity.

Audio:Trigger Flownode

The Trigger Flownode simply triggers events.

FlowNode Input

Description

PlayTrigger

The name of the event. This doesn’t necessarily need to be a play event; any event can be triggered with this node.

StopTrigger

The name of the event. This doesn’t necessarily need to be a stop event; any event can be triggered with this node.
If no event is defined and a sound was started on the corresponding PlayTrigger, it will stop at once when the stop input is triggered.

Play

Triggers the event defined in the PlayTrigger input.

Stop

Triggers the event defined in the StopTrigger input.

Wwise Specific

Icon

An ATL Trigger without an entity assigned will be executed on the Dummy Game Object in Wwise.
An ATL Trigger with an entity assigned will be executed on the Game Object corresponding to the assigned entity.

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