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SoundLayer

Ensou edited this page Dec 1, 2020 · 21 revisions

Description

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

Channel

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

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