path_converger
v1.4.8
Ties a sound entity to a path. Path Name is the path. Rotate To Camera and Apply Scale are checkboxes.
Find placed ones with s:path_converger. See Filter.
Where you put it
Put it on the sound entity, next to its sound script. Leave Path Name empty when the sound stays put.
What you set
Native panel. lake_ambient_sound stores this order. arena_path_sound omits Apply Scale.
| Panel field | What to do with it |
|---|---|
| Path Name | Path id. Empty on the lake and arena-path prefabs. |
| Rotate To Camera | Checkbox. Opened placements store off. |
| Apply Scale | Checkbox. The lake prefab stores off. A town lake sound turns it on. |
What it does
The entity stores the path id and the two checkboxes. arena_reactions_sound names arena_sound_path. The town lake sound names lake_sound_path and turns Apply Scale on.
Where it lives
Native script. Prefabs are in Modules\Native\Prefabs\sound_prefabs.xml.
Examples
Lake ambience, no path. sound_prefabs.xml, entity lake_ambient_sound. Path Name empty, Rotate To Camera off, Apply Scale off.
Arena path sound, scale row omitted. sound_prefabs.xml, entity arena_path_sound. Path Name empty, Rotate To Camera off. Apply Scale is not stored. The sound event is event:/mission/ambient/detail/arena_cheer.
Arena reactions on a named path. sound_prefabs.xml, entity arena_reactions_sound, tag arena_sound. Path Name arena_sound_path. Both checkboxes off.
Town lake, scale applied. SandBoxCore\SceneObj\empire_town_a. Entity detail_waves_lake_sound, scaled to 25. Path Name lake_sound_path, Rotate To Camera off, Apply Scale on.