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SoundLayer
Ensou edited this page Dec 1, 2020
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SoundLayer is a config node that is used to store audio data and parameters.
| Properties | Description |
|---|---|
| name | Name of this SoundLayer, Must be unique. |
| audioClip | Path of your audio file eg: ModName/Sounds/MySound |
| loop | If this SoundLayer is a loop: True / False (Default = False) |
| loopAtRandom | Start the loop at a random location on the sample: True / False (Default = False) |
| channel | ShipInternal, ShipExternal, ShipBoth (Default = ShipBoth). See Channel |
| spread | (0.0-1.0) from 0 Degrees to 360 Degrees, see AudioSource.Spread (Unity - Scripting API). |
| data | Used to store which type of control is used for this SoundLayer |
| spool | True / False (Default = False) |
| spoolSpeed | Speed at which the Control Value moves from the past Value to the New Value (Low = Slow, High = Fast) |
| spoolIdle | Lowest Amount of Control Value if the PartModule is Enabled or Functional (Engines) |
| volume | FXCurve |
| pitch | FXCurve |
| massToVolume | Attenuate the Volume based on Ship or Part Mass, ShipEffects and Collisions Only, FXCurve |
| massToPitch | Attenuate the Pitch based on Ship or Part Mass, ShipEffects and Collisions Only, FXCurve |
Not the same as KSP's "channel" parameter.
| Values | Description |
|---|---|
| ShipInternal | Play this SoundLayer when the Internal Camera (IVA Cam) is Active. This Channel Bypasses any Sound Effects including Listener Effects. |
| ShipExternal | Play this SoundLayer when the External Camera is Active. eg: Flight Camera, 3rd Person Camera |
| ShipBoth | Default. Play this SoundLayer regardless of Active Camera |