Audio

Audio

Lumberyard comes prepackaged with Wwise for audio solution. Currently, integration with Wwise is the only way to import audio into your projects. All sounds are created, modified, and linked to different types of parameters in Wwise. Lumberyard offers an Audio Translation Layer (ATL) to integrate workflow between Wwise and Lumberyard. Watch this helpful tutorial to learn more about importing audio through Wwise and setting up Ambient Audio. Lumberyard’s Starter Game comes with a pre-created Wwise project and audio triggers already imported into the game project that can be used to get started.

Lumberyard currently only supports audio integration using Wwise. 

Audio Controls Editor

Audio Controls Editor is where audio triggers can be added/edited the Wwise project into Lumberyard.

Components

Audio Proxy

The Audio Proxy component is a required dependency if you want to add multiple audio components to an entity. It acts as a proxy audio object wrapped in a component. For example, if you have an audio trigger component and an audio RTPC component on the same entity, they communicate to the same audio object using this audio proxy component.

Audio Listener

Audio Listener is a component that is needed for 3D sound. Usually the rotation entity and position entity are for the main camera.

Audio Trigger

The Audio Trigger component provides basic play and stop features. We need Audio Trigger on an entity if we want to trigger audio with a script.

Script interface

Here is an example of playing audio by executing a trigger in script:

AudioTriggerComponentRequestBus.Event.ExecuteTrigger(self.entityId, "Play_KrossisCombatAreaMusic");

Resources

Sidebar