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ATL Default Controls
The game uses Audio Translation Layer (ATL) controls to communicate with the audio middleware. ATL controls are mapped to various data authored in the middleware’s authoring tool. This abstraction layer provides you the flexibility to change mappings quickly without updating the game’s integration of controls.
To see the list of audio control types, see ATL Controls Pane .
The Audio Controls Editor automatically creates the following ATL controls by default. You can find the controls in the
|do_nothing||Trigger that is used as a blank event where |
|get_focus||Trigger that is called when the application window in O3DE Editor gains focus.|
|lose_focus||Trigger that is called when the application window in O3DE Editor loses focus. To disable the |
|mute_all||Trigger that is called when you click Mute Audio, which is located on the lower menu bar of O3DE Editor.|
|unmute_all||Trigger that is called when you click Mute Audio, which is located on the lower menu bar of O3DE Editor.|
|object_speed||RTPC control that is updated according to the speed of the associated entity in the level. You can enable the calculation of speed on a per entity basis with the |
|object_velocity_tracking||Switch that is used to enable or disable the calculation of the |
|ObstructionOcclusionCalculationType||Switch that is used to set the obstruction and occlusion calculation method of an entity. The switch state values are |