#include <AudioMultiPositionComponent.h>
Inherits AZ::Component, AudioMultiPositionComponentRequestBus::Handler, and AZ::EntityBus::MultiHandler.
| Public Member Functions | |
| AZ_COMPONENT (AudioMultiPositionComponent, "{CF3B3C77-746C-4EB0-83C6-FE4AAA4203B0}") | |
| AZ::Component interface. | |
| void | Activate () override | 
| void | Deactivate () override | 
| AudioMultiPositionComponent (const AZStd::vector< AZ::EntityId > &entities, Audio::MultiPositionBehaviorType type) | |
| void | AddEntity (const AZ::EntityId &entityId) override | 
| AudioMultiPositionComponentRequestBus interface. | |
| void | RemoveEntity (const AZ::EntityId &entityId) override | 
| void | SetBehaviorType (Audio::MultiPositionBehaviorType type) override | 
| void | OnEntityActivated (const AZ::EntityId &entityId) override | 
| AZ::EntityBus interface. | |
| void | OnEntityDeactivated (const AZ::EntityId &entityId) override | 
| Protected Member Functions | |
| void | SendMultiplePositions () | 
| Send the positions to the audio system. | |
Audio Multi-Position Component Used to simulate "area" sounds and consume less resources. Example: A river sound can be created by placing a bunch of entities along the river and adding them to this component. The positions of those entities will be sent to audio system and treated as one sound. Example: A hallway lined with torches. The torches are individual sources, but they can all use the same resources via this component.
Note: This component doesn't yet support full orientation of the entities, only position. Note: This component doesn't yet support tracking movement of the entities.