Difference between revisions of "AudioOutput (Component)"

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In this example. I'm using a [[AudioClipPlayer (Component)|AudioClipPlayer]] that's going into the Audio Output Source. I set it's volume to .5 so it plays at half volume, disabled DopplerLevel by setting it to 0, changed it's RolloffMode to Linear drop off and made it so you'll only only hear the audio from 5 meters away. I also made it so a specific user can not hear the audio.
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[[File:AudioOutputExample.png|500px]]
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== Related Components ==
 
== Related Components ==
 
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Revision as of 10:47, 5 November 2021

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Audio Output component as seen in the Scene Inspector

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated
Enabled Bool Controls whether or not this component is enabled
Volume Float The volume to play the clip at, from 0 to 1.
Source IAudioSource The source of audio. Can be an AudioClipPlayer, LerpingMultiClipPlayer, or MultiAudioClipPlayer.
SpatialBlend Float Blends the the audio between 3D & 2D.
Spatialize Bool Enables or disables rather it's 3D or 2D.
DopplerLevel Float Simulates audio distortion when you or the object is moving.
RolloffMode AudioRolloffMode Switches between logarithmic and Linear audio falloff.
MinDistance Float Minimum distance you need to be from the source to hear the audio.
MaxDistance Float Maximum distance from the source until you no longer hear the audio.
Priority Int
AudioTypeGroup AudioTypeGroup Changes what track of Audio the source should be. SoundEffects, Multimedia, Voice, User Interface.
DistanceSpace AudioDistanceSpace Chooses rather the audio should use it's local scale or it's global scale.
MinScale Float
MaxScale Float
IgnoreReverbZones Bool If the Audio Source should ignore Reverb Zones.
excludedUsers SyncRefList<User> User references placed in here will be excluded from hearing the audio.

Usage

Audio Output is used to Output audio from a large variety of audio sources. From Audio Clips, Audio Streams, Opus Streams, ect. Be careful with how many Audio Outputs you have in a world at once or the Audio Buffer can be overfilled and you wont hear anymore Audio Sources until it's cleared. You can negate this by disabling the Active State of the Audio Output component when it's not in use.

Examples

In this example. I'm using a AudioClipPlayer that's going into the Audio Output Source. I set it's volume to .5 so it plays at half volume, disabled DopplerLevel by setting it to 0, changed it's RolloffMode to Linear drop off and made it so you'll only only hear the audio from 5 meters away. I also made it so a specific user can not hear the audio.

AudioOutputExample.png

Related Components