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ArcadeVehicleController
  • Welcome
  • Getting Started
    • Layer Setup
    • Demo Scenes
  • Vehicles
    • Preparing Your Vehicle
    • Building Your Vehicle
    • Vehicle Settings
    • Audio and AudioData
    • Drift Settings
    • Collisions and CollisionEffectsData
    • Looser Ground Follow
  • Script Reference
    • Properties
    • Public Methods
  • Addons
    • Multiple Wheel Spin
    • Multiple Wheel Turn
  • Help
    • Troubleshooting
    • Wheel Fixer
    • Updating to v1.12
  • Release Notes
  • Links
    • Asset Store
    • Social Links
  • Github Gists
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  • Audio Data
  • AudioSource Settings
  • Audio Tag

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  1. Vehicles

Audio and AudioData

PreviousVehicle SettingsNextDrift Settings

Last updated 2 years ago

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The VehicleAudio component controls all the audio for the vehicle. You can select to add this component when creating your vehicles with the prefab builder, it will get added to the same GameObject as the VehicleBehaviour.

Here you can add/ remove the AudioData you want your vehicles to use. You do not need to add any AudioSource components, they are created at run time.

Make sure you also assign a DriftSettings asset.

Audio Data

Audio Data are saved as ScriptableObjects and are required for adding sounds to your vehicles. The audio is done this way to allow for reuse across multiple vehicles, which means you can quickly change sounds on multiple vehicles.

To create a new AudioData asset right mouse click in the project window -> Create -> e23 -> AVC -> Audio Data

Audio ID (optional) - Enter a name for this audio, if you are using a 'Custom' AudioType, otherwise it can be left blank.

Audio Type - Select the type of audio this asset is for. The options are self explanatory EngineStart, EngineRunning, EngineOff, Collision, Break, Drift, Custom.

Audio Clip - Assign the audio clip this asset will be using.

Play On Awake - Sets this same flag on the created AudioSource.

Loop - Sets this same flag on the created AudioSource.

Audio Mixer Group - Sets this same flag on the created AudioSource.

Layer Mask - Currently not used by AVC, but available for you if you write a custom class that requires it.

AudioSource Settings

Audio Tag

This component is used by AVC for custom sounds on collisions, add this to any object you wish to have a custom SFX on, enter the required AudioID, and as long as the AudioData for it is added to the vehicles, then this sound will play on collision.

These are all the settings found on the Unity AudioSource. Setting them here will apply them to the audio source in game. For more information on what they do, see the .

Unity docs
VehicleAudio component
AudioData inspector window
AudioTag component