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

TypeNameDefault
floatloudness_db60.0
floatmax_range1024.0
Stringnote""
StringNametype_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.

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17