Audio Multi-Position Component

The Audio Multi-Position Component helps to create sounds that emanate from multiple locations. For example a sound that covers an area, like a river, should use this component. Any sounds that have multiple instances should also use this component, as it does help to reduce resources.

Editor

The Multi-Position Audio component pane in the O3DE Editor.

Properties

NameDescriptionDefault
Entity Referencesa list of entities whose world positions will be used as the sound’s multiple positions.<Empty>
Behavior TypeA drop-down selection, the options are ‘Separate’ or ‘Blended’. Separate means that the sound positions will be treated as if they were individual point source sounds. Blended means the positions will be treated as if they are one sound covering an area.Separate

EBuses

Request Bus Interface

NameAddEntity
DescriptionAdds an Entity to the list, whose position will be used in the multi-position audio.
ParametersentityId EntityId
ReturnNone
ScriptableYes
NameRemoveEntity
DescriptionRemoves an Entity from the list, and its position will be removed from the multi-position audio.
ParametersentityId EntityId
ReturnNone
ScriptableYes
NameSetBehaviorType
DescriptionSets the Behavior Type of the multi-position audio to either be Blended or Separate.
ParametersAudio::MultipositionBehaviorType enum
ReturnNone
ScriptableYes
Lua enum bindingsMultiPositionBehaviorType_Separate, MultiPositionBehaviorType_Blended

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