HammeriteAudioSoundType
Audio. Inherits Resource
One kind of sound, as far as gameplay is concerned: how loud it is and how far it carries.
Sound types are what connect a thing that makes noise to the things that might hear it. An emitter stamps its type on what it plays; a listener says which types it cares about; and a sound is only ever propagated to a listener when the two agree. That matching is not just a filter, it is the cost control - a footstep with nothing listening for footsteps does no work at all.
Keeping the numbers here rather than at each call site means "how far does a footstep carry" is a question with one answer, in one place, that a designer can retune without touching gameplay code.
Why it is the way it is, for whoever tunes it. Never seen by a player.
Properties
| Type | Name | Default |
|---|---|---|
float | loudness_db | 60.0 |
float | max_range | 1024.0 |
String | note | "" |
StringName | type_name | &"" |
Property descriptions
loudness_db
var loudness_db: float = 60.0
Undocumented.
max_range
var max_range: float = 1024.0
Undocumented.
note
var note: String = ""
Undocumented.
type_name
var type_name: StringName = &""
Undocumented.