HammeriteAudioSoundTypes

Audio. Inherits Resource

The game's table of HammeriteAudioSoundTypes, assigned to HammeriteAudio.sound_types.

Hammerite has no opinion about what kinds of sound a game has - "footstep" and "glass_break" are the game's vocabulary, not the engine's - so the table is authored as a resource and handed over at startup. What the addon provides is the machinery that routes them.

A type an emitter names but the table does not define still propagates and is still heard; it simply falls back to default_loudness_db and default_max_range. A missing entry should be a thing to tune, not a thing that silently does nothing.

Why it is the way it is, for whoever tunes it. Never seen by a player.

Properties

TypeNameDefault
floatdefault_loudness_db60.0
floatdefault_max_range1024.0
Stringnote""
HammeriteAudioSoundType[]types[]

Methods

ReturnsMethod
HammeriteAudioSoundTypeget_type(type_name: StringName)
floatloudness_db(type_name: StringName)
floatmax_range(type_name: StringName)
voidrebuild_index()

Property descriptions

default_loudness_db

var default_loudness_db: float = 60.0

Undocumented.

default_max_range

var default_max_range: float = 1024.0

Undocumented.

note

var note: String = ""

Undocumented.

types

var types: HammeriteAudioSoundType[] = []

Undocumented.

Method descriptions

get_type()

func get_type(type_name: StringName) -> HammeriteAudioSoundType

Undocumented.

loudness_db()

func loudness_db(type_name: StringName) -> float

Undocumented.

max_range()

func max_range(type_name: StringName) -> float

Undocumented.

rebuild_index()

func rebuild_index() -> void

Undocumented.

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